Lonelight

Lonelight is a roguelite action game developed during a game jam, where players take the role of a guiding light protecting a lost child through a dreamlike desert shaped by fear and despair. Combining handcrafted clay art with photogrammetry, the project explores a unique gameplay mechanic centered around manipulating enemies instead of attacking them directly.

Year

2026

Category

Game Jams

Game Jams

Live Project

Live Project

View Now

View Now

Project Breakdown

Project Breakdown

My Role

As Main Game Designer, I was responsible for defining the core gameplay experience, designing the progression loop, enemy interactions, player abilities, level structure, and overall player experience. I worked closely with programmers and artists to ensure that gameplay mechanics and visual presentation reinforced the game's emotional atmosphere.

Gameplay & Systems

The core mechanic revolves around attracting and launching enemies to manipulate the battlefield rather than defeating them through conventional combat. I designed the gameplay loop around escorting the child between Oases, collecting resources, unlocking upgrades, and gradually strengthening the player after each defeat through a persistent progression system.

World Building & Experience

The game's surreal world was designed to reflect themes of hope, fear, and perseverance. Gameplay pacing, environmental composition, and progression were carefully structured to create moments of tension followed by relief at each Oasis, reinforcing the emotional journey through mechanics rather than dialogue.

Collaboration & Production

Developed under the time constraints of a game jam, the project required rapid iteration and close collaboration across design, programming, and art. Frequent playtesting allowed us to refine the core mechanic while maintaining a clear production scope and delivering a polished vertical slice within the available timeframe.

Outcome

The project resulted in a complete playable prototype featuring handcrafted clay characters digitized through photogrammetry, a unique enemy manipulation system, persistent progression, and a cohesive artistic identity that successfully combined traditional sculpture with interactive gameplay.

Learned Skills

Learned
Skills

  • Systems Design.

  • Gameplay Design.

  • Progression Design.

  • Level Design.

  • Puzzle Design

  • Cross-functional Collaboration.

  • More Works More Works

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