Game Mechanics


Finding Game Play

Update time! With only 3 days left, I finally got the health, movement, and attack system down.
The general idea is that your candle is both your weapon and your health bar. You throw it to erase shadows, and you hold it to keep from getting wiped out instantly. You can take three hits from shadows while you hold it, with each hit decreasing the light radius significantly and making it much harder to navigate the map.
I am really happy with this mechanic, as it puts the player in a position where they have to consider whether it's worth the risk to throw out the candle and become vulnerable

User Interface

The other most noticeable feature that I worked on is the UI. Currently, it only consists of two visual elements: the candle and a stamina bar. The candle is a visual indicator of how many hit points you have left, and the stamina bar shows you how long you can run for. Right now only the candle works at runtime but that is beside the point. These seem to encompass well all the user interface elements of the game, as I don't think I want a minimap and the less clutter, the better.

To-Do Doodoo

Today I am tasked with the great job of making the levels and art, so that we can actually use the mechanics above in a setting. Speaking of which, the mechanics will have to be fine tuned to the shadow-realm and back, because as much as I like the concept of it, it currently is way to easy to burn through shadows. Which means either making a health system for the shadows, or make them harder to hit by improving their movement and targeting. 

Get Walk the Shadow

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