FREE  GROCERIESVIDEO  GAME  PROOF  OF  CONCEPT


Conrad  Kurrle  -  Director  &  Game  Designer
Peter  Chang  -  Lead  Programmer  &  Co-designer
Joseph Stafford  -  3D  Modeling
Patrick  White  -  Graphic  Artist
Andrew  Anderson  -  Concept  Artist


Proof of concept: a surreal supermarket roguelite where you stack power-ups, rush the checkout, and dodge mutating groceries before the time runs out.


(swipe to navigate)
Use the cart to navigate and collect groceries
Refer to the randomly-generated grocery list of items to collect
Carts can be upgraded with power-ups, such as jumping
Other power-ups include boost
Grocery aisles are randomly-generated
Grocery distribution is also randomly-generated
“Expired” groceries turn into small enemy variants that hop toward the cart to cause mayhem
Medium enemy variants steal things from your cart, including its wheels
Large enemy variants are slow, but block navigation
Maps will vary and become more labyrinthine

Free Groceries is a proof-of-concept for a first-person, single-player roguelite built around a surreal supermarket setting. The project explored how narrative satire could intersect with procedural level design and replayable mechanics.

Players were imagined sprinting through mutating aisles, stacking power-ups, and carrying progress across failed runs in classic roguelite fashion. This prototype emphasizes core systems: procedural store layouts, escalating hazards, and persistent upgrades, all wrapped in a colorful, absurd premise where “spoiling” groceries themselves mutated into adversaries.

Some grocery concepts pre-mutation


This proof-of-concept is optimized for both controller and mouse & keyboard play. While development has paused at the proof-of-concept stage, this concept has achieved the blend of humor, mechanics, and atmosphere within a modestly mid-sized game scope.

Reference images & concept art


As director and lead designer of the Free Groceries proof-of-concept, I shaped the game’s tone, mechanics, and progression framework. Working closely with Peter Chang, who handled development and programming, we built a procedurally generated prototype level to blueprint larger designs with themed hazards such as frozen aisleways or blackout “haunted” stores.

I guided playtesting, refining the roguelite loop and overall experience. Joseph Stafford contributed placeholder 3D models for testing, while Patrick White provided creative support throughout the project. A sample song I composed & produced for this project can be heard below.





(top menu)