Flame Keeper – Design document

The Core Concepts
Flame Keeper is a tower defense, hack & slash hybrid, where during the day the player can plan their defense, upgrade and place shrines, and get to know the townsfolk. During the night, the mæres (inspired by mares found in folklore) will appear, and our shrines won’t be enough to protect the last flame, and the town. The Keeper will need to leave their body behind, and as a spirit fight off the storm of those unholy creatures.

Gameplay loop is intuitive, and easy to grasp. We fight during the night to protect the temple and townsfolk, which grants us resources that we can spend during the day to upgrade our defenses and character. This loop is sometimes interjected with special requests and challenges. While the title character is the guardian of their community and the last vicar of a mostly forgotten God, named Aithne. Vicar is mostly a static character, and the story will focus on Aithne and the community. The player will be able to see how their actions influenced the story. When it comes to visuals, top down or isometric pixel art, will give the game a nostalgic, retro quality that will suit the mood quite nicely. The
soundtrack will be based on the Cold Wave with an emphasis on the electronic, synth, and minimalistic qualities of the genre. Combined, all those elements are meant to help explore motives of passage of time, feeling inadequate, and existentialism. That change is inevitable, and we can’t do much but try to keep up. Also, we may not be aware of how much
impact we have had on the people close to us until we see it with our own eyes.


When it comes to visuals, my main inspiration was medieval Scottish architecture found in small villages. I wanted the village to look cozy and endearing, while being consistent with the folklore I was inspired by. Braw wee toun is situated on a steep hill, on a lone island.
Luskentyre, Isle of Harris, by Nicola Margaret [hyperlink]
The village will not be fully accessible from the start; parts of it will emerge from the fog during the play through. The main focal point of the village is an old-abandoned temple, situated on the cliffside, that doubles as a lighthouse. This temple will be the home of the main character and a space where we can communicate directly with Aithne.

Calanais Standing Stones on the Isle of Lewis, Scotland [hyperlink]

Like in the real world, religion was a big part of the culture and was present in the day-to-day lives of many. People offered prayers for a plentiful harvest, safe travels, the recovery of loved ones, and various other blessings. However, humanity, with time, started to take matters into their own hands, creating safer passages, spreading knowledge of herbalism, and incorporating more efficient farming practices. Aithne, not wanting to stifle the humanities efforts, let them drift away. Now no one really cares for them; many didn’t even hear about them. The story starts with the arrival of probably the last vicar. The town is the last place where there are some who still believe, and the player’s task is to protect and support it. God doesn’t want people to pray to them out of fear and a sense of obligation, so we are meant to be discreet. They are still unsure what part they should play in this new era of humanity.
Their decision will be based on the player’s actions. At the end of each day, the player will have to sacrifice an item to God by burning it in the temple’s grand fire. The items and dialogue choices will influence the ending of the game; those currently are the following:
Change: They decide that there needs to be someone new that will reflect the changing times. The player will be asked to take over and transfer Aithne’s consciousness into a human body so they can experience the world firsthand.
Abolish: They decide that anything they can provide isn’t needed anymore, and the player is asked to destroy any remnants of their presence in the world.
Reign: They decide that humanity has no regard for their other creations, and to avoid self-destruction, they will need to tighten the grip on them.
Decimate: They decide that humanity is the biggest mistake they have ever committed, and apocalypses will happen in the near future.
It is planned for the player to be able to oppose their decision, but those will be the main four.
The Key Characters
The God/Aithne: which is spelled, is the forgotten god of the Flame Keeper’s world. While many would find the ability to shape the world as they see fit as a blessing, they don’t see the challenges that come with it. They want to see their creations seceded, which can be undermined by them interfering too much. Aithne made a decision, so let them make their own choices. This is still a decision they have doubts about, because stifling the growth of humanity and empowering those who are loyal to them would most likely save them from being an afterthought. As an omnipresent being, they feel interconnected with everything, and see and experience everything the world feels. Alexithymia prevents them from becoming fully in tune with humanity; however, because of their presence in everything that exists, they can emulate emotions and express empathy in their own way.
Because of their lack of omniscience, they feel unsure of the future, as well as the past. They rely on the Keeper as much as the Keeper relies on them.
“G: There are not many who remember my name, but out of those who could, I am glad it is you.
K: Don’t you have control over that?
G: Religion paves the way for many questions worth discussing. However, I believe there are other urgent matters, like mopping the temple’s floor. We will discuss it later.”

The Vicar/Keeper: An undefined canvas for the player to project themselves onto. Their main responsibility is to be the spiritual leader of the community, because this function isn’t needed, they focus on their other duties. Which include:
Tending to the sacred flame on top of the lighthouse, which will guide passing ships and souls of the lost.
Preparing the sacrifices for the flame and the god.
Cleaning and maintaining the temple.
Engaging in spiritual warfare and providing aid and support to the community.

The Architect/Reyne: All the buildings that can be seen in the town are of their own making and design. They can often be seen hiding in the trees, sketching with a piece of charcoal. Seeking inspiration and motivation, they regularly seem to be detached from reality. They are one of the most charitable and humble, which lowers their prosperity. They are at the moment, past behind them, without a care for the future.
Mechanically, their role is to build, and upgrade the shrines. Seeking inspiration and motivation that doesn’t seem to come.
“K: Are your commissions open?
A: They are, just not in the mood.
K: Will tomorrow suffice?
A: I don’t believe this kind of day will come…
K: …
A: might just get it over with.
K: I will strive to lighten your load.”
The Shepherd/Kay: Not someone you can come across regularly, but interaction is nothing but pleasant. After years of solitude, and thinking about all that is and was, they struggle with simple day-to-day interactions. They want to know if there is any chance for them, or if they should just accept their reality. No amount of interception gave them the answer. While they try to engage with others, it’s never this type of connection they are searching for.
Mechanically, their role is to deliver goods to the player from the village and back.
“S: Sorry to disturb your peace, Vicar. I brought your meal, and a couple of gifts from the community.
K: Ah. I appreciate that you went out of your way to deliver this to me.
S: It’s really nothing, but I need some advice…
K: Speak freely; settle down if you wish.
S: How come you assimilated so quickly?

K: I believe I’m performing my duties while staying true to myself, and that is sufficient.
S: You accomplished more in a month than I did in 3 years. Every time I think about it, I feel a needle going through my heart, Vicar.”

The Merchant/Erskine: No one knows more about the world beyond the island than they do. All their life they spend on travel; they have seen and done it all. An injury forced them to settle down. They adopted an orphaned girl, doing their best to become a parental figure, and bring happiness to others. While running their shop, their eyes tend to wander towards the sea and distant lands. Wondering if there is anything in life that will surprise them.
Mechanically, their role is to provide uncommon goods for gold, and buy goods from the player.

“M: Welcome back, Vicar.
K: I don’t believe I have entered your establishment before.
M: I know you will come back sooner or later, so I’m training my greeting.
K: …
M: I’m just messing with you, what can I do for you today?”

The Side Characters
Bonnie: She is a herding dog that belongs to the shepherd. As a Laika, she also doubles as a hunting dog. Companion and protector of all, but especially the shepherd.
“L: Ruf!”
“L: Yhii. yih.”
“L: Arf arf!”
By Sergey Vlad Popov – Own work, CC BY-SA 4.0, [hyperlink]

Ana: Adopted daughter of the merchant, young but very business savvy for her age. She mostly avoids us because she prefers to spend time with her friends, not with a boring Vicar.
“A: Erskine went to visit your temple. Make sure that they get some rest before heading back.”
“A: If this is an urgent matter, I can try to get it tomorrow, for a price.”
“A: I have to go, byee!”

Hamish: Local fisherman, prefers solitude, finds peace when at sea. Mostly is seen in the background.
“H: If you have nothing to do, you can always pray for a good catch.”
“H: Greetings.”
Kieran: Troublemaker, and a free spirit, best friends with Ana. Little boy that tends to get bored easily.
“K: Your coat stinks like burnt meat.”
“K: If I become a Vicar, will I get all those gifts from everyone too?”

Juno: Older Lady, that requires the assistance of the community , because of dementia. There isn’t much known about her. Everyone tries to make her last months happy.
“J: I’m sorry if you had known me before I became what I’m now.”
“J: It’s a nice day. I’m grateful for it.”

Example scene between the Keeper and Aithne:
EXT. TEMPLE — BEFORE SUNRISE
KEEPER sits on a bench on top of the mountain, looking at the sea, her face hidden in her palm, and a small bonfire before her. WAVES CRASH at the coastline in the distance.
KEEPER
Aithne.
AITHNE (O.S)
Yes?
KEEPER
Can I ask you something?
AITHNE’s eye appears in the flame, expressions only visualized by the eye’s and pupil’s movement. The camera focused on their expression.
AITHNE
I’m listening.
KEEPER
(hesitantly)
Option A: What happens after we die?
Option B: Will I ever succeed in my mission?

Option A
AITHNE’s pupil dilates; the strength and brightness of the fire depended on expressed emotion.
AITHNE
You’ve thought about this one for some time, haven’t you?
The camera is focused on the KEEPER, the only light present coming from the bonfire, warm but unstable. She doesn’t respond. MELANCHOLIC MUSIC, gently, starts playing in the background.
AITHNE (O.S)
I can tell you, but the answer won’t bring you comfort
KEEPER

I want to know.
AITHNE
I don’t know what happens after we die.
AITHNE pauses, the news shake the KEEPER, and she shivers, burying her face fully in her hands. AITHNE continues.
AITHNE
Some of you speak of the afterlife.
KEEPER
(in distress)
Is the afterlife a lie?
AITHNE stays calm, trying to comfort the KEEPER while telling her the truth. The camera is behind them, and the keeper’s silhouette becomes more visible as the sun slowly rises.

AITHNE
I never claimed that there was such a thing; however, I have seen it bring comfort and closure for those who have little time left.
KEEPER
Do you believe it’s really there?
AITHNE
Do you gain anything by not believing in it?
KEEPER lies down on the bench. Her figure in the sunlight.
KEEPER
I need time, Aithne.
AITHNE
I will look over the town in your absence.
AITHNE’s eye disappears from the bonfire. The camera stays on the scene for some time. MELANCHOLIC MUSIC that played in the background is taking center stage.

FADE TO BLACK

Option B

AITHNE’s pupil dilates; the strength and brightness of the fire depended on expressed emotion.
AITHNE
Does it really matter?
The camera is focused on the KEEPER, the only light present coming from the bonfire, warm but unstable. MELANCHOLIC AND HOPEFUL MUSIC begins to play softly in the background.
KEEPER
I want to be sure my work isn’t in vain; I don’t believe that’s too selfish of me.
AITHNE
Do you have a specific milestone in mind where you feel your mission will be complete?
KEEPER

I don’t believe I have one.
AITHNE
A journey without an end will never be completed, Vicar.
No matter how far you have come.
KEEPER
Once in a while, I would prefer a simple answer.
KEEPER rests her chin on her hands and looks at the sunrise with the camera behind them.
AITHNE
I will keep this in mind.
They both stay silent, watching the sunrise together.

AITHNE
Vicar.?
KEEPER
Yes?
AITHNE
I and all of them are grateful for you. No matter the destination you set for yourself, what you have done isn’t in vain.
Both of them continue watching the sunrise. MUSIC that played in the background is taking center stage; hopeful notes are emphasized.

FADE TO BLACK

Example scene between Bonnie and Kay:
EXT. FIELD — EARLY EVENING
We see KAY finishing his work, BONNIE circles around him excitedly, barking at the sheep to hurry up.
KAY
Don’t worry. You won’t miss out on the rabbit stew.
BONNIE, after guiding all the sheep to the enclosure, headbutts the gate, closing the hatch. She sits down, awaiting the feast. KAY joins her.
KAY
I know you would prefer to go to the town square and enjoy the festivities.

by mooching off everyone.
KAY takes out a small clay pot, filled with rabbit stew, for her to enjoy. He takes out a pipe and lights it.
KAY
I hope that amount was sufficient.
BONNIE, after eating the stew, lies down. We see the night sky slowly creeping in, with light coming from the village on the foot of the hill
KAY
I would like to be there with them..

Do you know why I can’t bring myself to get up?
BONNIE
(whiness quietly)
The camera focuses more on BONNIE during KAY’s rambling.
KAY
Because I already tried it once years ago. They weren’t mean to me, just…
A bit dismissive, like I wasn’t there. I know I didn’t change enough to receive a different outcome.
KAY lays down close to her. BONNIE stands up, and stretches. In one swoop, she takes his shepherd’s crook into her muzzle and runs off. Stopping from time to time to look behind her, ensuring he is following.
KAY
Bonnie, I’m not in the mood for it. If I need to tire you out before bed,
so be it.
Both run through grassy fields and a forest, lit by the occasional shrines, with the camera focusing on the scenic scenery. Eventually, without him realizing it, they are on the village’s outskirts.
ERSKINE
I wasn’t expecting to see you, Kay.
BONNIE stops in her tracks, hiding behind ERSKINE’s leg, hoping to avoid punishment and get more rabbit meat. KAY looks at him, his smile fades.

FADE TO BLACK