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
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Design argument: every act of seeing must cost something. The entire prototype is built to make this single idea felt, not stated.
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Three levels, three emotional arcs. Discovery (L1: ration light). Vigilance (L2: time the danger). Calculation (L3: light invites pursuit).
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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
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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.
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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.
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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
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Four-Beat Structure applied within each level. Introduce, Develop, Twist, Test. Each level is a self-contained micro-arc that teaches one new mechanic.
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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.
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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.