Shattered Charms Title Screen
Forest Path Atmosphere
Market Hub Environment
Dark Temple Interior
Charm System UI
Combat and VFX
Exploration Zone
Final Boss Arena

SHATTERED CHARMS: THROUGH THE VEIL

ROLEGame Designer & Developer
ENGINEUnreal Engine 5
GENREAction RPG
FOCUSMechanics & Economy
DURATION3 Months
PLAY ON ITCH.IO ↗

Design & Development: Karuna Ketan

Game Overview

What if progression was earned through understanding systems, not leveling numbers?

Shattered Charms: Through the Veil is a third-person Action RPG prototype focused on modular combat design and economy-driven progression. Set in a world fractured by a mysterious event known as The Shattering, players explore a small hub-centered region to discover Charms that fundamentally change how they fight, survive, and progress.

Rather than relying on experience points or traditional skill trees, progression is driven by experimentation, discovery, and an economy-gated upgrade loop. Understanding how Charms interact becomes the primary path to survival and advancement, reinforcing both the narrative and the gameplay.

The Design Challenge

How do you encourage meaningful build variety in a short RPG prototype?
Most action RPGs rely on deep skill trees that take hours to fully unfold. For a 20–30 minute vertical slice, that approach often results in shallow or unfinished progression.

My core challenge was to design a system that encourages experimentation immediately, makes player choices feel distinct, and rewards curiosity over raw stats. The solution became a modular Charm system combined with an economy-gated progression loop.

Combat variety driven by Charm loadouts

Combat variety is driven by Charm loadouts rather than class selection.

Project Scope

  • World: Hub-and-Spoke semi-open structure.
  • Core System: Dual-Slot Charm Fusion (Passive + Active).
  • Progression: Economy-gated weapon purification.
  • AI: Behavior Tree driven boss encounter.
  • Result: A complete vertical slice with exploration, combat, economy, and climax.

Design Pillars

  • Strategic Loadout: Limited Charm slots force trade-offs between offense and defense, preventing dominant meta builds.
  • Gated Progression: The final boss cannot be rushed, making combat mandatory.
  • Visual Clarity: Lighting communicates gameplay states so players intuitively read spaces without HUD markers.

Core Gameplay Loop

  • 1. Explore: Navigate the "Spokes" (Cave, Farm, Temple) to find loot.
  • 2. Survive: Combat enemies using Charms to earn Jewels.
  • 3. Loot: Collect Jewels from enemies and chests.
  • 4. Upgrade: Purify the weapon through Shrines using Jewels.
  • 5. Progress: Unlock access to the final Boss Arena.
Core Gameplay Loop Diagram

The economy loop ties combat directly to progression.

World Building: Paper to Proxy

The Hub-and-Spoke design required clear visual distinctness between the safe "Market" and the dangerous "Wilds." I mapped these transitions on paper to verify travel times before building the environment.

Phase 1: Paper Map Paper Map Design
Phase 2: Final Hub Final Market Hub Environment

Translating the "Safe Zone" concept from a 2D topology sketch to the final warm-lit hub area.

Level Design: Hub-and-Spoke

The world is built on a "Pacing Loop" of Safety → Tension → Relief.

I structured the map around a central Market Hub connected to distinct "Spoke" zones. This layout serves two purposes: it allows players to choose their own difficulty path, and it creates a psychological "return to safety" after every expedition.

Visual Language & Navigation

Navigation is guided by lighting rather than UI markers. The Hub is bathed in warm, inviting orange tones (Safety). As players cross the threshold into a Spoke, the palette shifts immediately to cold blues and sickly purples (Danger). This visual shift acts as a subconscious warning system for the player.

  • The Hub (Market): Safe zone containing Vendors and Quest Givers.
  • Spoke 1 (Cave): Linear combat-heavy dungeon leading to the Shrine.
  • Spoke 2 (Farm): Open combat arena rewarding an Active Charm.
  • Spoke 3 (Boss Arena): Locked behind progression checks.
Top Down Map Layout

Top-down view showing the Central Market Hub connecting to the Farm, Cave, and Temple.

Visual Transition from Hub to Spoke

Crossing the threshold: Lighting shifts communicate the transition from the Safe Hub to the Dangerous Spokes.

System 1: The Charm Matrix

Charm Inventory Drag and Drop System

The Inventory UI allowing players to drag-and-drop charms to discover Fused abilities.

Dual-Slot Charm System

Traditional RPG skill trees were replaced with a Dual-Slot Charm system.

  • Normal Slot: Holds a Passive or Active Charm.
  • Fused Slot: Unlocks only when specific combinations are equipped.
  • Example: Pairing Veil Harmony (Defense) with Veil Burst (Attack) unlocks Veil Shatter Burst—a fused ability that grants temporary shielding while dealing area damage.

This system shifts progression from stat optimization to discovery, turning equipment choice into a design puzzle rather than a math problem.

System 2: The Purification Economy

Sword Upgrade Interaction

Spending Jewels at the Shrine upgrades the weapon, serving as a progression gate.

Hard Progression Gating

The Problem: Players often rush to bosses in RPGs, skipping exploration and combat depth.

The Solution: I implemented a hard progression gate tied directly to the economy. The final boss is immune to the starting weapon. Players must Purify their sword at Shrines, costing Jewels earned only through combat.

Result: Loot has meaning, combat feeds progression, and exploration is never optional.

System 3: AI & Boss Design

Enemies are designed to teach mechanics through behavior, not tutorials.

  • Enemy Tier 1: Swarm enemies that teach crowd control.
  • Enemy Tier 2: Armored enemies that encourage dodging and spacing.
  • The Guardian (Boss): Uses a Behavior Tree to shift between multiple states: Melee aggression, Ranged cosmic attacks, and Teleportation/Self-healing when low on health.

The boss behavior tree is designed to punish passive play, forcing players to reposition, spend resources, and adapt their Charm loadout mid-fight.

Boss Behavior Tree Gameplay

The Boss AI switches phases dynamically based on player proximity and health.

Full Vertical Slice Playthrough

Unedited footage demonstrating the complete Core Loop: Exploring the Hub, traveling to a Spoke zone, combat with Charm abilities, and the final Boss encounter.

Post-Mortem

What Went Right

  • Charm Fusion encouraged experimentation and curiosity.
  • Hub-and-Spoke layout created clear pacing and flow.
  • Visual feedback clearly communicated power progression.

What Went Wrong

  • Camera issues in tight cave encounters.
  • Scope creep from an abandoned board-game style side feature.

What I Learned

  • Data Tables are essential for scalable RPG systems.
  • Economy balance requires iteration and spreadsheets.
  • These lessons directly informed how I approached economy balance and scope control in later projects.

Documentation

Comprehensive technical documents covering system mechanics and level design.

These documents are designed for quick skimming, focused on systems architecture, economy balancing, and spatial flow.

Game Design Document (GDD)

Deep dive into the Charm Matrix mathematics, economy tuning sheets, and the core progression loop logic.

Level Design Document (LDD)

Detailed breakdown of the Hub-and-Spoke layout, encounter pacing curves, and blocked-out map flows.

Process: From Paper to Engine

Before entering the engine, every system—from the Charm Matrix to the Economy Flow—was iterated on paper. These sketches document the logic behind the mechanics.

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