Melodies of a Misty Seashore
Game Design Document
Overview
Melodies of a Misty Seashore is a detective horror game which aims to give players an opportunity to explore human psychology through seeing the events happen from the perspective of the killer.
The game takes the player on a journey around a serial killer’s mind – how they think, how they perceive things and what causes them to commit such horrid crimes. Taking on the role of a detective, the player has to investigate clues scattered all around the big mansion in order to reconstruct events that had happened there a long time ago. Every correctly recreated event takes the player back in time, allowing them to play as the killer in his past. Designed in realistic art style, in bleak colours combined with greyscale, the game becomes even more immersive and allows the player to feel its eerie and gloomy atmosphere. Appropriate chilling music and sound effects also contribute in major part to the overall experience of the game. An added co-op option allows the player to set out on this journey with friends or make new ones along the way.
Game Pillars
One of the most important aspects while creating a video game is present its pillars – essential and unique elements of the game.
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Perspective Switch
Unique game feature that allows the player who plays as the detective to play as the killer and see the events happen from their perspective.
Kept in eerie and grim aesthetic
Gloomy atmosphere created by using dark, bleak colours and greyscale intensifies the unsettling atmosphere of the game.
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Tension and unease constantly kept through rich environmental narrative and story
Exploration as one of the key game mechanics can prove to be a chilling experience for the player. Many items hide a deeper story behind them...
Core Gameplay Loop
Explore
Deduction Mode
Discover Clues
Reconstruct Events
Correct
Full XP
Flashback
Experience the Past
New Information
Explore
Incorrect
Reduced XP
Core Mechanics
Investigation
The player explores the mansion and surrounding environment to uncover clues, interact with points of interest and gather evidence connected to the case. Exploration allows for observation and lets the mystery unfold through player discovery rather than exposition.
Collected evidence is used in Deduction Mode, where players analyse clues and reconstruct the sequence of events. Successful deductions result in gaining points and unlocking flashbacks, which turns investigation into the main medium of progressing through gameplay and narrative.
Evidence / Clues
Narrative & Flashbacks
The story is revealed gradually through environmental clues, investigation and playable flashbacks. Successful deductions give players access to moments from the killer's past, providing new context. They also allow to reconsider facts or information about the case.
Investigation and successful deductions reward EXP, connecting the player's progress to their ability to interpret evidence. The wider structure leads players through each stage of the investigation before returning to the office to report their findings.
Progression


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Narrative & World
Melodies of a Misty Seashore follows a detective investigating an old case centred around an abandoned mansion. As the player gathers evidence and reconstructs past events, they gradually uncover the truth behind the case and the people involved.

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The player investigates the mansion
Present
Flashback reveals the killer's perspective
Player gains wider perspective on the events
Evidence
Player interprets what happened
Past
Continue investigation
New Context
Present
Deduction
Fragments of past events
The narrative is based on discovery rather than getting all the information provided through text. Players uncover fragments of the truth through investigating the environment and collecting scattered evidence. Correct reconstruction of the events from the past reveals flashbacks from the killer's perspective, providing additional context for events that can only be learned from the clues.
Dual Perspective
Detective - Present
The player investigates the environment, gathers evidence and interprets what happened.
Killer - Past
Flashbacks allow the player to experience reconstructed events from another perspective, revealing new information.
Perspective switch allows for obtaining information that complete the full picture of the case.
Player Interpretation
The player's understanding of the case evolves throughout the investigation. At the end of each day, the player files a report based on the evidence they have discovered. New information can challenge previous assumptions, allowing the player to reconsider their interpretation as the mystery unravels.
World & Atmosphere
The abandoned, isolated mansion was designed to support the game's atmosphere of mystery and investigation, while allowing environmental elements to function as sources of narrative information.




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Environment Design
The environment was designed to fit into the game's theme of eeriness and mystery. Abandoned, run-down mansion is the main location of the investigation where scattered evidence is the testimony of events that had occured here.
Equipment Design
A collection of forensic tools designed to support the investigation mechanics. Players use specialised equipment to discover, document and collect evidence around the mansion, which encourages close observation of the environment.

A GIF presenting fingerprint collection mechanic.

The in-game UI includes a toolbar at the bottom of the screen which allows for quick item swapping.

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Conducting user research allowed for choosing the most suitable font to match the atmosphere of the game. The used font is called Foglihtenno07.
Visual Direction
Character Design
Concept art for female and male player avatar options. They were designed to appear grounded and professional, portraying their investigative abilities that the game is based upon.


Theodore Horton
Concept art for the story's killer. Drawings on the left portray him as the motel's owner dressed in elegant clothes, while sketches below present the idea of him dressed in basic, indistinctive wear.
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UI Design

Photography icons are designed to signal that in the particular location there is an option to enter photo-taking mode.
The photo-taking mode contains a lens-shaped screen overlay which simulates looking through a real camera.
Development Scope
Intended Experience
Psychological Horror / Detective
Genre
Single - Player
Mode
Abandoned Mansion & Surrounding Grounds
Setting
Investigation, Deduction & Narrative Discovery
Core Focus
Game Structure
The game consists of multiple investigation days. During each day the player can explore the mansion, gather evidence and reconstruct events before reporting their findings. Progression gradually unlocks new tools, clues and narrative information.
Planned Content
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Main explorable location with progressively accessible areas
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Environmental and forensic evidence to discover and collect
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Deduction mode fragments used to reconstruct past events
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Playable flashbacks following successful reconstructions
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Player reports that record and allow for revision of the player's earlier evidence interpretations
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EXP-based progression which unlocks further investigation opportunities
Future Scope
Co-op investigation is considered an additional feature in the future rather than a requirement for the core single-player experience.





