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windchimesgames · 21 hours
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It's been a long time since we've introduced the characters. So here is a re-introduction for the folks new to my otome visual novel!
Meet Aldrias, the gentle nerdy childhood best friend! He's smart as hell, but maybe a little scatterbrained and naive. Will your lifelong friendship finally blossom into something more romantic after all these years? 👀
Full character bio:
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twoandahalfstudios · 4 days
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The Beyond the Bet Kickstarter will be LIVE on May 15th!
We're going to have new merch, the options to design new clothes/accessories, and even… a one person tier to design an ending? 👀
Plus lots more, of course, so don't forget to follow the page now! ⤵️
If our Kickstarter is funded, we'll be making a brand new DLC that adds 5 additional days to A Date with Death, new CGs, and optional NSFW scenes!
If the Kickstarter does REALLY well, then we may even add English and Japanese voice acting 🥰
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nochkoroleva · 26 days
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What would you do if you woke up as a romance novel villainess... and realized that someone wants you dead?
Find out in Save the Villainess, our upcoming otome isekai roleplaying game - now available to wishlist on Steam!
🦋Join Save the Villainess' Kickstarter Pre-Launch.
🦋Wishlist Save the Villainess on Steam.
🦋Follow Save the Villainess on Itch.
🦋Sign up to the Mailing List for exclusive character cards every month.
Remember to be careful about who you trust, who you love, and who can help you… Save the Villainess.
Credits: Trailer edited by Sokei; Butterfly Dreams Theme Song Composition and Lyrics by JunbugP; Theme Song Vocals by Saki Rose; Characters by Somate Studio; Item Art by @arodude; Backgrounds by @arodude, Somate Studio, Fuura_Xen, Karel Kok, Son Huynh, Maciej Ptasinski
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wings-of-ink · 2 months
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God-Cursed - IF
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DEMO link below.
You were found as a newborn, clutched in the arms of your dead mother at the base of a tree. No family came to claim you, but the men who came to your rescue adopted you as their own and became the only parents you’ve ever known. Growing up in the village of Stonebrook, you never want for much, until the day you first fall ill. Life plagues you with a mysterious condition that no one can diagnose or cure. You never know when it will strike or if it will eventually kill you. Living between fear and hope as you age, you try to come into your own as an adult with the ever-looming threat above you. As years pass, your condition seems to improve, until a mysterious mark appears on your body and opens up new questions.
It appears that you’re marked for death with no answers as to why, and your only chance to survive is to go out and seek them.
Journey through the land of Iroda, a fantasy world where the gods have abandoned their people and magic no longer prevails as it once did. Something is brewing that may change this world forever, and you’re in the middle of it, though your role is a mystery you must solve. Wanted dead by some and alive for mysterious purposes by others, you just want to survive. With the help of a few friends, find the answers that you need, and make your choices.
Customize your character’s looks, gender, sexuality, and personality. Choose to pursue someone in romance, friendship, or as simply a means to an end.
For those aged 18+ only.
Potential triggers include, but are not limited to:
swearing
violence
blood with possible gore
human death
childbirth with complications resulting in death and allusions thereof
natural animal suffering & death (skippable)
chronic illness of MC with severe symptoms
religious trauma, & cults
depression/anxiety, nightmares, and disparaging thoughts.
optional sexual content
This list may expand as the story grows. Remember, your MC may have plot armor, but they are never safe from harm.
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This story will have four main love-interests, detailed below, and one “mystery” romantic option. In addition, for readers that wish, there will be optional physical-only encounters that can occur with two of the ROs and a couple characters that your MC will encounter in the world. Should your MC wish to woo one of the love-interests, they will eventually be locked into that relationship. There will be no poly options for this story.
In the world of God-Cursed, MCs will be free to explore all relationships to a certain extent before making any permanent choice. Until then, flirting is regarded as simply another aspect of socialization. If your MC is the flirtatious type, they will not be “punished” for it. A couple of the ROs may be a bit anxious about your MC’s interactions with others if feelings are stirring, but it will not do permanent damage to the relationship you’ve built.
Your MC will not only be able to flirt with ROs either. Regular characters that you come across may have flirt options that will not lead to any sort of relationship, but might be useful in flattering your way into their good graces. Perhaps your MC may earn a permanent discount with a merchant or pull a secret from a cult member after making them blush from flattering speech. Or, your MC may irritate someone who doesn’t appreciate the advances, making your task more difficult.
Three of the ROs are gender-selectable (and will be cisgendered to your choice). The remaining two (including the mysterious suitor) are locked into male.
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Main Companions (romanceable):
Oswin Twinflower
[AKA: Yarrow] (he/him – gender locked)
A childhood friend who’s just not the same anymore. Once a free-spirited softie with a perpetual smile and a penchant for mischief, Oswin has grown into a dour adult. After he came of age, he slowly distanced himself from you. In the ten years since, interactions between you have been awkward or downright hostile with no in-between. He doesn’t joke anymore. He doesn’t smile anymore. There’s something lost about his eyes these days…
-Personality: despite that furrow in his brow that says ‘stay away,’ Oswin actually prefers being in the company of others, as he cares deeply for friends and family. He’s organized and thorough – valuing the predictable and structured, and being driven to always improve upon his skills. Oswin can also be self-conscious, hard on himself, and a bit insecure.
-Appearance: standing around 6'2"/188cm with athletic build, Oswin has black hair that is slightly wavy and kept to his ears, bright-green hooded eyes, and brown skin with bronze undertones. He has a firm squared jaw, which is often prickled with light scruff. Oswin most often scowls, even when he doesn’t necessarily intend to. He dresses in simple tunics with leather armor and boots, and isn’t one for frivolities save for a special tattoo & necklace hidden under his clothing. A few notable scars mar his flesh, each telling a story. His sword is always kept at his hip.
-Occupation: Oswin makes his living as a sort of mercenary (though, he’d insist on being called a “hired hand”), mostly escorting wealthy merchants from town to town. He also helps as a local guard and is very popular among the villagers. Having trained with one of your fathers in the arts of sword and bow, he’s renowned as a formidable combatant.
-Fun fact: loves honey – is terrified of hates bees.
Zahn
(gender selectable)
A sweet and fun soul whom you meet along your journey. Zahn is just trying to fulfill their duty to their faith. They seek to help you in anyway they can, though there’s something torn behind their smile. Where did this fun-loving acolyte come from, and why do they look so sad when they think no one is looking?
-Personality: social and sweet, Zahn is enthusiastic and open-minded about most things. They’re incredibly flexible (in mind and body) and see possibilities in everything, being highly adaptable and skilled at improvising. Casual, warm, and always friendly and willing to lend a hand, they can make a very trustworthy companion.
-Appearance: about 5'5"/165cm tall with a petite build, wild blond hair and round blue eyes, Zahn has fawn colored skin with a rosy hue, and a dusting of light freckles with a touch too much wind and sun across their cheeks and nose. They appear a bit tired with slightly sunken eyes and a mite too thin with the lines of their jaw and neck a bit too pronounced – evidence of years of difficult living. If they grace you with a toothy smile, you may be lucky enough to see the slight gap in their front teeth. Zahn dresses in rough linen tunics, usually with layers to make up for how thin and hole-filled they are. They have a particularly ratty cloak that they seem to cherish.
-Occupation: acolyte of Din
-Fun fact: They may be a bit malnourished on the small side, but that doesn’t stop them from wielding a bow with scary strength and precision.
Duri’naan
[AKA: Duri] (gender selectable)
A demigod to whom you owe a debt, they seem quite curious about you.
-Personality: charming and laid-back, Duri prefers their own company most of the time but readily embraces tight friendships, of which they never tire – though it is all or nothing for them, no surface-level relationship will work for long. They are perpetually curious and casual, having an air of cool confidence and a love for teasing, which can sometimes make them appear disinterested or cold. They are always paying attention, even if it doesn’t seem like it, and often understand others more than themselves. They can stress easily – especially when things stop being fun, be a bit competitive and too independent for their own good.
-Appearance: standing approximately at 5'9"/175cm with a lithe but toned build, Duri’naan has long and straight grey hair, and honey-brown upturned eyes. Their skin is a warm beige, lit up with a bright smile that sometimes shows off a little sharp snaggle-tooth. They bear a strange scar on the back of their neck and are missing a bit from the upper part of one ear. Duri wears simple clothing made from a single and very long swath of blue-grey linen, wrapped around them in such a way that you’re not quite sure how it stays up. They also hate shoes for some reason and are always barefoot.
-Occupation: just takin’ the air, you know, not fishing.
-Fun fact: Duri’naan has a hobby of stealing miscellaneous things from others just to watch how they react (they always return what they take, leaving the items in strange places).
Rūndis Lyreheart
[AKA: Rune] (gender selectable)
A serious and powerful mage with an oddly fervent dedication to the God of Destruction, Casimir. Though they are capable of wielding great power, they prefer to spend their days as a traveling bard – saying it’s for the purpose of angering their mother. They’d have you think they could not care less about your plight, yet cannot resist lending a hand.
-Personality: Rūndis is an introverted day-dreamer who is curious and in search of deeper meanings at all times. Though they dream, they also have a rational side that comes with a penchant for efficiency and decisiveness. They tend to be calm and analytical, but are prone to anxiety especially in close relationships, making them seem a bit aloof or combative.
-Appearance: standing around 5'7"/173cm, Rune has shoulder-length curly hair that is all black except for a flash of purple on one side. They have almond-shaped purple eyes that are a testament to the magic that flows easily through them, and a beauty mark just under their right eye. They have a strong build and umber skin, wearing a stoic and serious expression that you wouldn’t expect from a bard. Rune favors fine robes and cloaks in colors that match their eyes, but only when they choose to stand out, otherwise they prefer common clothing. Tattooed upon their chest as a sign of devotion is the sigil of Casimir. They also adorn themselves with different types of jewelry.
-Occupation: traveling bard (primarily)
-Fun fact: Rune can play about any instrument you put in their hands, but their favorite is the lyre, which they play so well that many audiences have been left in tears.
Other Characters:
-Dov Northbreaker [Your papa]
Your loving papa is a mighty woodsman with an even mightier heart. The typical gentle giant, Dov has raised you with love and care since you were a babe. He’s deadly with an axe, though he only uses them on trees.
Dov is soft-spoken, very introverted, and shy. He has an affinity for animals and carpentry. He loves to create and fix anything and everything especially for his child or husband. Dov is also a very deep feeler and, though the quiet type, wears his heart on his sleeve – easily tearing up when moved.
Your papa is extremely tall and has very wide shoulders with massive muscles built by chopping trees down by hand for many years. His skin is tan, his eyes are brown, as is his shaggy hair, but his beard has patches with dark red running through it.
-Kip Northbreaker [Your da]
Your fiery da and spouse to your papa, he’s as quick to sass you as he is to shoot a bow. This lovable clown understood absolutely nothing about children, but adopted you regardless when you needed a home. He loves you with his whole being, even if he never lets you win at darts. He works as a huntsman and fisherman, and though his skill is unmatched, his looks and demeanor never seemed to fit his choice in work.
Kip may be the compete opposite of his husband, being extroverted and, often, loud. He tends to be the life of a party, and seeks to make everyone laugh. You grew up with him pranking you as often as possible without doing too much psychological damage.
Your da is above average in height and has an agile build with a good amount of muscle from wielding a bow regularly. He has fawn colored skin, short and wispy brown hair, and hazel eyes. He keeps his beard cropped short and always seems to be smiling. He has a love for expensive clothing and pops of bold color.
-Lakota Twinflower [AKA: Aster]
Your best friend since childhood, Lakota is an affectionate soul who would never hurt a fly – though he’d give it a stern talking-to. Being sickly as a child, you were brought together a great deal, especially since his parents are the town healers. You were practically joined at the hip, enough that people believed you were siblings.
Lakota is sweet and gentle all around. Taking after his father, he loves to help others and is skilled in medicine. He’s a soft sort and a little bit gullible, which his sisters frequently took advantage of growing up. He was always closest with his big brother, Oswin, and you. He takes what he perceives as failure very hard, so he strives to do things perfectly.
As an adult, your friend is fair-skinned, with wild curly blond hair that reaches his shoulders. Being almost average in height, his frame is quite lean and wiry from his years as a sickly kid. He has deep brown eyes, cannot grow a beard for anything, though he has tried about every tonic combination to encourage one.
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Customize your MC
Play as male, female, or non-binary
Pick your character's physical appearance (including tattoos)
Choose a main hobby/skill/career your MC excels at
Get a cool scar with an interesting or embarrassing story attached
Buy 1 of 4 nameable mounts to ride and feed treats to
Shape your characters personality throughout the story (no “personality checks”)
Romance some people or don’t
Create a steady and enduring love with 1 of 5 suitors
Make some life-long friends
Enjoy some aromantic physical encounters with 2 ROs and/or NPCs you meet in the world
Enjoy some romantic physical encounters with all 5 ROs at some point in the story (some ROs will require a locked-in [committed] romantic relationship before you get to this point)
Go on a quest for answers and survival
Meet some gods
Find some demons
See the magic that still lingers in the world
Get the shit kicked out of you and have a few mental breakdowns totally fun times
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Demo:
Error Report Form:
Last Update: February 2024
Anticipated next installment: Late April 2024
Content: short prologue and Chapters 1 & 2
Current Word Count: approx. 92k (with code, which adds at least 10 pounds)
Twine Template:
https://vahnya.itch.io/
Pinterest:
https://pin.it/5LOcQlPq1
Music: (not my playlist, but highly recommend it)
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team-avia · 10 days
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"You've got it all, huh? Must be nice on that side of the mirror- right?"
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You are a young adult adrift in life, suffocating under the yoke of your oppressive parents. Feeling out of sync with the rest of the world, you yearn for freedom and life beyond the bounds of your prison.
You find it in the form of a ravishing stranger and a long lost city, calling out to you across space and time. Something is beckoning underneath the ancient city's glimmering white tiles, something old and powerful. Someone.
Will you resist the call beyond the veil and the promise of belonging it brings, or will you let yourself go and embrace the path destiny has set before you?
The choice is yours. Magnustor is waiting for you.
Features
2 romance options that can either be male or female (player can choose the gender of both).
3 different romance routes; 2 monogamous ones or 1 polyamorous one  (a triad between the player and both romance options).
Romance and customization focused narrative; you can play as straight, gay, or bi and as cisgender, transgender, or nonbinary.
(4?) different endings.
Set in the same universe as The Soul Stone War.
Credits:
Filopay Illustrations for all art  @filopay
Feniks for Inline Conditions
~*~
The Ren'Py demo is live, folks!!!!
I'M SO EXCITED! PLEASE LET ME KNOW WHAT YOU ALL THINK, AND SPREAD THE WORD IF YOU CAN~
THANK YOU!!
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chthonicchromestudio · 4 months
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FFS, Another Northern Duke?!
After getting stabbed by a thug who calls you an NPC, you wake up in the body of a novel's villainess, on her way to marry a beastly Duke of the North.
Your task? Seduce the Duke. It shouldn't be hard since he's nothing like the rumors.
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Our entry for the Winter Novel Jam 2023 is here! If you enjoy isekai stories set in the Northern Lands, then this VN might be just for you.
[DOWNLOAD THE GAME ON ITCH.IO]
Game by [Chthonic Chrome Studio]: [PDRRook] and [The Cottage Workshop] Duke's Playlist: [Here]
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gb-patch · 11 months
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Here are the fourteen-year-old versions of the extra-snazzy character bios! It’s such a lovely display for such unfortunate circumstances, haha. Step 2 is a rough time.
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Our Life: Now & Forever is a nostalgic Visual Novel where you create your own character and grow from childhood to adulthood with your two closest neighbors. It’s currently in development by GB Patch Games.
Kickstarter Pre-Launch Page
Steam Page Itch.io Page
Discord -  Twitter - Website - Patreon
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crownedinmarigolds · 19 days
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Another headshot commission done for @informaltorching for @swoomoo's Lasombra - Amare! Always a treat and a treasure to have you guys commission me I love this lady. <3
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breathlesswinds · 18 days
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(Devlog) What We Learned Making A Trans Dating Game
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Hello, Amelia here, the writer for Breathless Winds. It's been 250,000+ words, countless revisions, and three years since this game entered development, and I wanted to talk about what I've learned leading up to release.
The concept for Breathless Winds was actually sort of a joke between friends. I was talking with Doris about how there should be a dating game where you play as a trans woman and your dating options revolve around certain ‘tropes’ we’d both seen in trans fiction-- the totally accepting cishet guy who falls in love with the trans heroine before she even knows she’s a woman, the cool trans woman who the heroine doesn’t know if she wants to date or wants to be, and so on.
Doris wound up suggesting we make this game ourselves. We both like visual novels and want to tell LGBT stories. Still half-jokingly and half-seriously, we started fleshing out what the romance options would be and coming up with a setting-- and soon, we were fully committed to making this game real.
I was a fan of visual novels but had only ever written prose. I knew which visual novels I liked and which scenes stood out, but I didn’t know why they did or how to make my own. 
I read some great advice from visual novel developers, but a good amount of my knowledge came from just working on Breathless Winds. As our first project, this game has grown a lot with us and we’ve learned a lot while making it.
Learning How to Write Visual Novels
A bad habit I had to break out of was only using the ‘novel’ part of the game and not the ‘visual’ part. I would sometimes write “He smiled” or lines like that, and Doris informed me that we can convey this much more simply with a sprite change.
It sounds obvious in retrospect, but lines like that are often pretty invisible when you’re reading a non-visual novel. These lines change the sprite of the character inside your head (if that makes sense, haha). I realized that I’m so used to them being ‘invisible’ that I didn’t notice their absence in visual novels I liked, so I would accidentally include them while writing. 
I was also writing these routes in a word processor, so I didn’t have the visual portion to reference, myself. I wound up making a lot of ‘tone’ notes like, “Lantana should be smug here” so that the meaning would carry when revising and implementing these into Ren’py. 
So, while visual novels share a lot with prose, they’re an entirely different medium. On the subject of representing things visually, I’ve struggled trying to figure out how much can be visually represented and how much should be written. 
Every asset in the game has to be drawn by Doris, so if I want the characters to go to a new location for a scene, I have to keep in mind that’s another background that Doris has to draw. If I want a new character to show up, that’s another sprite she has to draw. I don’t want to overload her, but if I’m trying to avoid this entirely, characters sometimes wind up standing in one room talking for ages without anything significant changing on-screen.
I’ve learned that it’s recommended for something to almost always be changing on-screen, though, so sometimes I just have to ask Doris to make a new asset for a certain scene. I still try to stick to locations/characters that already exist more often than not.
Every single thing in a visual novel is deliberate. Another thing I’ve had to learn that I never even considered before is how to write each line so it fits in the text box. It sounds obvious, but when I’m playing a visual novel, I don’t usually think about how each line has to be carefully constructed so it doesn’t need to be split up into two or more text boxes. In my mind, if a visual novel is well-created, there’s not much that breaks a reader’s immersion.
Planning & Outlining
The previous section might sound really weird to some people, so let me elaborate.  I’m a lifelong ‘write by the seat of your pants’-er, so the biggest trial-and-error of creating Breathless Winds for me was planning out the game.
Initially, I created outlines for each of the four routes, and we agreed ahead of time on which CGs each route would have. That way, Doris could draw the necessary backgrounds and CGs while I was in the long process of drafting this game.  My original outlines weren’t great. I know a lot of people have different experiences with writing, but for me personally, a story is always shaping itself in my mind. When I started making the outlines for Breathless Winds, I knew the concepts we wanted to convey, but I didn’t know what each route (and the game as a whole) was really about yet. This might sound weird and unprofessional, but sometimes, I don’t know what a story is about until I finish the first draft.
So while I was writing, I would look at my outlines and I would think, “this doesn’t actually make sense, he wouldn’t say that” or “this plot point would work better if moved to this other section” or “there’s a plot hole here I didn’t notice”. The story wound up changing a lot in this way as I learned what it’s really ‘about’. 
And even after I finished the first draft, I’d get feedback from Doris and/or my editor and they would suggest fixes to problems that even I hadn’t noticed, and then I would revise the route some more, and later on I’d come back and need to redo part of the route to comply with something I wrote in a later route-- I haven’t really felt ‘finished’ with Breathless Winds at any point, and I think I’ll still feel this way after the game is released.
This means that sometimes, a background was created but would go unused because there was no space for the scene that would use it, or we’d need a new CG last-minute, or so on. 
When I’m figuring things out as I go while writing a non-VN, the only person that I can adversely affect is my own self… so I’m eternally grateful for all of Doris’s patience with me on this matter. I think Breathless Winds has come out a much better game for all the re-plotting and revision. 
I redid the outlines several times as I went. I think I’ve understood how to create outlines that personally work for me-- ‘living’ outlines that hit all the main points, but leave wiggle room for moments when a character does something unexpected, work the best for me.
Scope Creep
So, originally, each route was meant to be 40,000 words. “With four routes, that’s only 160,000 words!” I thought. “And some of my favorite visual novels are about that long, so I can write that much, too!” ← clueless
This is the most infamous mistake that new creators make, and I walked right into it. I should have known better since I’ve bitten off more than I can chew with past non-VN writing projects before, but I was starry-eyed and didn’t realize how much work it is to make a VN. Some of those favorite visual novels I referenced were made by much larger teams, writers whose full-time job was writing (I wrote all of these routes on the side while working at a day job). 
If I could have done it again, I would have asked Doris to start out with a really short VN. But, I don’t regret making Breathless Winds at all. It’s brought Doris and I a lot closer, for one. Every time I thought I wanted to give up on this, Doris would motivate me to continue. Without the two of us both and our strong friendship, Breathless Winds wouldn’t exist, and I think that’s beautiful. 
No matter what, we’re going to see it through to the end. (I hope people like it, though…)
Anyway, here I am talking about how much 40,000 words is. Each route now is about 60k to 70k words. The problem with having evolving outlines is that they can often evolve into double their original size.
We came up with the idea of the poachers really early in development, and then not addressing the poachers felt like a failing, but by that point it was too late to remove the poachers entirely… and so the game wound up a lot longer dealing with the poachers. 
I think that if we had an editor sooner on in the game’s development, then we might have had someone to tell us, “do you really need all of this in the game? Does this plot point really need to be there? Will you be able to write all of this in a reasonable amount of time?”, haha. But Doris and I were really excited about the possibilities of this game when we started creating it, and without anyone to reel us back in, we wound up coming up with more and more things we wanted to put in the game.
Did you know there was going to be an island full of talking rats who say things like “the big cheese” and stuff all the time in Breathless Winds? Yeah. 
The Core Design Philosophy of Breathless Winds
So, for anyone who’s read this far but doesn’t know yet-- the premise of Breathless Winds is that you play as a trans woman who doesn’t know she’s trans yet, and she finds love with one of four love interests as she discovers her gender identity. 
In real life, it can be a lot messier for a person to date when discovering their gender identity. To put it briefly and mildly, a trans person’s life and sense of personal identity can rapidly change during a gender crisis and the early stages of transition. 
However, we wanted to make this game a ‘wish-fulfillment’ type story-- a trans fantasy about acceptance, community, and love. During a gender crisis, it can be easy to feel as if one has lost touch with themselves and become isolated from others. A sincere wish shared by many trans people is to be accepted, loved, and even celebrated as their true gender, not just tolerated. 
Since many trans people don’t get love and acceptance in real life, especially with the ongoing transphobic moral panic, we wanted to create a game that would bring this feeling of trans joy and celebration to trans audiences. 
We also hope that cis players will still enjoy the story and characters, and maybe come away from the game with a new understanding about being transgender and other aspects of LGBT identity (although we never intended this game to be ‘educational’).
Making Characters that Celebrate Trans Identity
Although we went through several revisions, the core identities of each character stayed the same since the game was first ‘jokingly’ pitched. In another post, I discussed how each character is themed around a change in seasons. (I also wound up theming them around the four humors when I was initially concepting them-- I really wanted to avoid too much ‘overlap’ in the LI’s personalities, haha). 
Ultimately, characters are created to serve a role. The LIs in Breathless Winds were designed to be love interests, of course-- characters who would appeal to the hypothetical trans femme audience. As mentioned earlier, we modeled them after other trans fiction tropes because these types of characters have a certain tried-and-true appeal, but this left plenty of flexibility to put our own spin on it. 
A trans woman being loved as a woman by a cishet guy can feel like a high form of ‘passing’, ‘fitting in’ to the female gender role, and being validated by his orientation. He only likes women, and he likes you, so you’re undoubtedly a woman. As a cishet guy, he represents a sort of acceptance into a societal norm that trans women can desire to live to. (Lantana, as a cis lesbian, represents the sapphic counterpoint to this-- although there is of course a big gap between the ‘normalcy’ of a cishet man and a cis lesbian woman, and I don’t mean to say those two are equivalent.) 
But not all trans women want to live to that (cis) societal norm. Rue and Valerian, as a trans woman and a trans man respectively, are the t4t options. 
Rue’s route represents that trans/sapphic ‘envy’ (“do I want her or do I want to be her?”) as well as finding power in community aside from what society considers ‘normal’. We’ve always been pretty clear about what we wanted to do with Rue’s route.
We went back and forth a lot more on Valerian’s route. Initially, we were unsure if he should be trans. He and Rue are the two less-friendly love interests (at least initially), so I was afraid it would come across that t4t is a more hostile option, which is not true at all. But it also felt like a mistake to not have a trans man in the game-- but making Gallardia trans would have required a big overhaul of what we had in mind for him and his route. (Although, childhood friends t4t is a really good idea...)
Beyond that, Valerian takes a villainous role in any route that isn't his own. We were worried that it would be wrong to have a trans antagonist who represents unjust power. However, Breathless Winds is a queer game with other positive trans characters, and we've always approached Valerian as a hot anti-villain man that you can't help but like.
In the end, Valerian’s route is about breaking generational cycles and what it is that makes you a man, and I also managed to sneak in a scene where they dance at a ball in the royal palace, so in the end I think it all worked out great.
Wish Fulfillment and Catharsis
Doris and I both agreed that we wouldn’t depict on-screen transphobia in Breathless Winds. Poppy worries about not being accepted, but fear of acceptance can come with any change in identity. Rue was rejected by her family for being trans, but this doesn’t take place ‘on screen’ in the game. There exist certain metaphorical parallels for transness and transphobia, but every route has a happy ending. 
Following up on this-- it can be difficult to write about discovery of gender identity without writing about transphobia, considering how many trans people suffer from internalized transphobia during their period of repression.
Sometimes, repressed/closeted transgender people ‘hyper-perform’ their assigned gender as a form of denial. A trans woman might grow out a beard and join a gym, while a trans man might become very interested in makeup and feminine clothing. 
In Breathless Winds, Poppy often struggles with ‘strength’ and what it means to be a man. In several routes, she tries to prove her strength under the assumption that being stronger would make her happy. Afraid the world would reject her if she became who she really is, she preemptively rejects herself.
Not every trans person suffers from prolonged denial, internalized transphobia, or even gender dysphoria. I don’t think it’s impossible to tell a purely-positive story about trans joy. 
While Poppy never gets rejected for being trans, faces transphobia, gets called a slur, etc, she faces both internal and external (metaphorical) obstacles to realizing and accepting her identity. 
Gallardia represents a societal norm that Poppy can’t live up to herself as a man.
Lantana suffers from certain aspects of her identity as a woman, which makes Poppy feel guilt for wanting to be a girl.
Rue is isolated from town at the start of her route, a ‘punishment’ for breaking this societal norm.
Valerian has to hyper-conform to his masculine gender role at first in toxic ways before finding acceptance from within and from his loved ones.
These struggles are real to a lot of people, but instead of pretending they don’t exist, I hoped to tell a story about catharsis. Poppy is able to live up to her truth as a woman and finds love with Gallardia, Poppy and Lantana redefine what being a woman should and does mean to them, Rue and Poppy find community in others who don’t fit the norm, Poppy and Valerian stop seeking gender validation from a society that was never made to serve them. 
Although these powerful forces of oppression exist, loving yourself as a trans person- and loving those around you, protecting the natural world, and standing up for what you believe in- can save the day. That’s the kind of story we wanted to tell.
Wrap-up
There’s a lot more I could write, but this has already gotten really long (sorry!) so I’ll wrap it up here. 
Learning how to write a visual novel in terms of technical skill (how to depict events on-screen, how long each line should be) as well as in terms of writing skill (how to outline the game, how to plan visual assets) has been a massive undertaking for me. 
Writing Breathless Winds has been a big challenge but also deeply rewarding, and all of your support has made the experience even more wonderful. Thank you for reading and thank you for supporting the game!
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gabryellamoon · 16 days
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twoandahalfstudios · 6 months
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A Date with Death is our upcoming free to play romance chatsim about a bet you make with the Grim Reaper to keep your soul ⏳
It features character creation, room design, pet cuddling.. and I guess you can talk to the babygirl reaper, too.
Best of all?
It's releasing DECEMBER 8 💀
Play the demo above & wishlist when you're done to help with the release <3
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Amare è quando vedi il buio nell'altra persona e non te ne vai.
Matteo Sinatti
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ah-buh · 7 months
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magismagisque · 2 months
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