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Game Design

Dominique Devereaux edited this page Aug 24, 2026 · 2 revisions

Violet's Revenge — Game Design

1v4 Asymmetrical Horror

One player is Violet. Four players are survivors attempting to escape her domain. Violet hunts. The four survive — or don't.

The asymmetry is not about power. It is about position. Violet knows the space. The survivors entered it.

  • Genre: Asymmetrical horror (Dead by Daylight-style)
  • Perspective: Third-person
  • Platform target: Browser (Phase 1), online multiplayer (Phase 2), console (Phase 3)

Control Scheme

The control scheme must remain one-touch and single-input accessible at all times. The core mechanic is a drag-to-move joystick. No additional inputs such as hold-to-sprint or double-tap are permitted — these break accessibility for the intended audience.

Gameplay Loop

The game avoids the level-reset repetitiveness of games like Bendy and the Ink Machine by using one continuous real environment rather than discrete teleported levels. Violet moves through actual crime scenes and interview rooms while psychic residue overlays the present as spatial wrongness.

Each of the four Guilty characters has a distinct verb in the same world:

  • The Witness — catch the contradiction
  • The Clerk — navigate the bureaucratic ledger-maze
  • The Undertaker — de-escalate rather than flee
  • The Coroner (finale) — distrust the room itself; objects, dialogue, and UI assert false narratives

Evidence from one encounter becomes leverage against the next. Progress is cumulative, not reset per level.

Violet's Core Mechanic

Violet's psychic ability is grounded in three filed diagnoses:

  • Time/space synesthesia — past events read as spatial and positional information layered on the present. A lie is a physical misalignment, not a deduction.
  • Alexithymia — reads others' emotion clearly but is blind to her own. This is her real vulnerability and drives her Season 2 weakness.
  • Dyslexia — her results do not arrive via the linear or textual route a bureaucrat expects. This is why her method reads as luck to the Clerk.

Phase Roadmap

  • Phase 1: Game jam prototype — 1v1, browser, Unreal or Unity
  • Phase 2: Early access — 1v4 online multiplayer
  • Phase 3: Franchise and console

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