
Shopmania is an inlay game we created at Gamelab for the publisher iWin. The player takes on the role Lewis a harried shopclerk working at the superstore $pendmoore. The game combines tongue-in-cheek satire with an addictive action puzzle game. I worked with Eric Zimmerman on general game design issues. I designed the second mode of play for the game, “Overtime.” This mode combines a sim with an action puzzle. Players earn money they can use to upgrade and design their own store.
The challenge was to create a set of different waves that would feel different on each play, yet have predictable difficulty arc. At the same time I hat to account for the different upgrades the player might buy. It was essential to not make the progression feel didactic, like a puzzle with only one right answer. Instead I wanted to give the player the feeling of an open-ended experience, full of interesting choices. This was important to make the player want to play through the level again and experiment with different upgrade combinations.
Download a copy at iWin. It’s fun. I promise.
From iWin’s description of Shopmania:
In SHOPMANIA, the customers keep on coming!
Welcome to your first day of work at the world’s largest department megastore — $pendmoore. You are Lewis, a retail clerk trying desperately to earn money to buy medicine for his sick hamster Gerry.
The $pendmoore motto is “WE do the thinking — so YOU don’t have to!” As every $pendmoore shopper comes into the store, it is your job to stuff their carts as full as possible before sending them out the door.
SHOPMANIA combines puzzle action with a heaping dose of frantic strategy. Manage the flow of customers as you fill up cart after cart, upgrading your department floor with retail goodies that make your job easier.
Can you keep up with the shoppers and make enough cash to finish the shift? Will your browbeating boss Mr. Willy give you a break? Will you ever save enough money to cure your sick hamster? Play SHOPMANIA and find out!
