This page is a WIP
Lightless is an idea for a 2D platformer that was originally designed as my end of year project during my first year of University. I had to develop a solo game project around the theme Vision over the course of a month.
2 years around May of 2023, I revisited the concept and developed a small game with a couple of friends for a game jam. We never completed the jam, but I am still proud of what we achieved.
Role: Game & Level Designer
Tools Used: Unity Engine, C# Scripts, GitHub, Miro, Trello
Timeline: Apr 2021 - May 2021
Responsibilities Include:
Using Trello to keep track of project tasks and progress.
Using Miro to concept initial level designs.
Using GitHub for version control.
Designing and iterating on the levels.
Designing the mouse light.
Programming the basic movement and gameplay.
Creating and implementing the art assets.
Based around the concept of visions, I develop an atmospheric game around light. While it is mechanically simple the game is designed to facilitate a powerful atmosphere. Rather than pushing my technical abilities, I wanted to create a game that would leave a strong impact.
I focused my design on enhancing that atmosphere to create an environment that would encourage environmental storytelling and immersion.
The player movement is a very simple 2D platform. The player can move left and right with the A and D keys, and using the space bar can jump vertically. Later on in the level, the player can unlock a double jump to access areas previously inaccessible.
Movement needed to feel good. I improved game feel with two things. Giving the player some time to jump after walking off a platform and when the player holds down the jump button the player jumps higher.
The main unique mechanic of the game was the mouse light. Unlike a normal flashlight in atmospheric games, this light followed wherever the cursor went, allowing the player to light up specific areas of their screen.
This created a uniquely slow platforming experience on a first playthrough. Players searched for the best place to move and planned out their jumps as they went.
I was inspired by the world of Hollow Knight. How the player explores a vast and dense world exploring room by room. I felt that this approach would make designing each level easier and more modular.
One issue with that made level design a challenge was the simplicity of the gameplay. Using darkness and the Mouse Light mechanic, it forced the player to think carefully about each jump.
I used Miro to block out how I wanted traversing through the world to feel. Once I had an idea of the rooms the player could explore, I sketched more detail for the shape of each room.
I initially wanted a much larger level, but after testing I realized the game was too simple. Without more to do in the world, more content would only bore the player.
With an initial shape planned out, and a sketch done for each room, I started building the levels in Unity.
There are four rooms in the game:
Entrance Room
Light Room
Main Room
Far Room
Using the Tilemap tools in Unity, I was able to quickly build out and iterate on the level.
I brought in screenshots of each rooms shape and started mapping the level to the image, making tweaks and changes to improve game feel as I went.
Once I finished with a basic version of each room, I revisited them all and made small improvements.
Most of the game is shrouded in total darkness, forcing the player to use the mouse light mechanic to explore.
This made areas with light stand out and seem important, allowing me to easily guide the player through the levels.
This also encourages players to wonder what they might find in the darkness.