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PRATIK JADHAV

Game designer · Level designer · Game Systems designer

Guiding Light

Role - Designer, developer and in-game artist
Duration - 3 weeks
Date of publish - 14/06/2026

Design argument -  Sight has a cost.

Description - A platformer where vision is the resource you ration. Every act of seeing burns oil that carries across three levels with no checkpoints — your first decisions echo into your last.

Game Design

  1. Design argument: every act of seeing must cost something. The entire prototype is built to make this single idea felt, not stated.

  2. Three levels, three emotional arcs. Discovery (L1: ration light). Vigilance (L2: time the danger). Calculation (L3: light invites pursuit).

  3. Continuous oil across levels with no auto-refill. Profligate play in L1 changes how L2 feels. The economy compounds across the entire prototype.

Game Systems Design

  1. An oil economy that punishes both extremes. Hoarding wastes pouch refills; profligacy starves later levels. Every value (drain rate, pouch refill, starting oil) tuned to keep the player in the middle.

  2. Light as an information economy. The player trades oil (resource) for vision (information). Each level changes what that information is worth — static layouts in L1, decaying timing in L2, attention-triggering threats in L3.

  3. Hazards layer one mechanic per level without resetting prior systems. Static → Timed → Active. By Level 3, the player simultaneously manages oil, stalactite timing, and monster attention. Cognitive load is maximum, and earned.

Level Design

  1. Four-Beat Structure applied within each level. Introduce, Develop, Twist, Test. Each level is a self-contained micro-arc that teaches one new mechanic.

  2. Each level adds exactly one mechanical layer. L1: static hazards. L2: stalactites with audio cues. L3: monsters as threats and platforms. Layered learning, never overwhelming.

  3. Forced encounters with safe observation spaces. Every new mechanic appears on the only path forward, but always with sightlines and a safe place to stand. Players die from choice, not surprise.

Guiding Light - Playable build

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