Hi everyone,
I wanted to share some insights on the development process and ideas behind Velvet’s Veil, a game that blends mystery, dark humor, and moments of introspection into a narrative-driven experience. I hope you’ll find this sneak peek interesting!
What is Velvet’s Veil about?
Velvet’s Veil places you in the role of a protagonist who unexpectedly finds themselves entangled with Velvet, a woman who is fun, candid, and filter-free but has secrets hiding beneath her charm. The story begins in a bar, where the player and Velvet meet, and through choices and conversations, the player begins to uncover who Velvet really is and what she’s searching for in life.
The central theme of Velvet’s Veil is exploring the duality between what we show the world and what we keep hidden. With a focus on realism, adult humor, and sarcasm, the game touches on themes of loneliness, self-discovery, and how our experiences shape our relationships.
Mechanics
There’s still much to refine, but my plan is to release the game in the first third of 2025.
I wanted to share some insights on the development process and ideas behind Velvet’s Veil, a game that blends mystery, dark humor, and moments of introspection into a narrative-driven experience. I hope you’ll find this sneak peek interesting!
What is Velvet’s Veil about?
Velvet’s Veil places you in the role of a protagonist who unexpectedly finds themselves entangled with Velvet, a woman who is fun, candid, and filter-free but has secrets hiding beneath her charm. The story begins in a bar, where the player and Velvet meet, and through choices and conversations, the player begins to uncover who Velvet really is and what she’s searching for in life.
The central theme of Velvet’s Veil is exploring the duality between what we show the world and what we keep hidden. With a focus on realism, adult humor, and sarcasm, the game touches on themes of loneliness, self-discovery, and how our experiences shape our relationships.
Mechanics
- Dialogue: For each line of dialogue, I can choose from 8 expressions (scared, angry, flirty, frowning, shocked, smile, big smile). This adds much more emphasis to the dialogue. Ideally, I’d add lip-syncing, but that’s something I’m still researching.
- Branching Decisions
- Conquest Meter: The conquest meter will rise or fall depending on the actions you take throughout the game. At the end, your conquest level will determine the content you can access.
- Combat: The combat is simple, attack/block. The enemy will switch between various combat states (aggressive, defensive, strafe, stunned, dead). The player has a stamina bar to prevent abusing long combos of attacks.
- Explore: The player's exploration will be rewarded with increases in the conquest level.
There’s still much to refine, but my plan is to release the game in the first third of 2025.