Romance games are built on the "Affection Economy"—the management of player time and resources to influence NPC attraction, trust, and intimacy.
| 1. Stats | dictionaries, resources | Tracking multi-axis affection, character profiles | | 2. Timeline | autoload-architecture, signals | Managing time/days, triggering scheduled dates | | 3. Narrative | godot-dialogue-system, visual-novel | Conversational branching and choice consequence |
| 4. Persistence | godot-save-load-systems | Saving relationship states, CG gallery, flags | | 5. Aesthetics | ui-theming, godot-tweening | Heart-themed UI, blushing effects, emotive icons |
Expert blueprint for romance games and dating sims (Tokimeki Memorial, Monster Prom, Persona social links) focusing on affection systems, multi-stat relationships, dated events, and route branching. Use when building relationship-centric games, social simulations, or otome games. Keywords romance, dating sim, affection system, relationship stats, date events, character routes, love interest. Source: thedivergentai/gd-agentic-skills.