"I gazed unto the monolith of fire, as it cast flame and destruction down from the heavens. It's touch burnt and charred the earth, it's brilliance boiled the oceans. My skin blistered, and my insides cooked- and then, in an instant it was over. The sky went dark, and a silence choked the now ashen landscape. Within minutes, it grew cold, and in ten I was frostbitten. Although it had burned me, I found myself mourning the loss of our celestial God, who left us blind, and afraid."

Emanuel 15:7

The sun has vanished, casting the earth into eternal darkness. Mankind withers in the dark, cold and afraid. Small blips of light wander the vast ashen landscape, in search of salvation. You play as a lone wanderer, guided only by the gentle flicker of their lantern. With every step you take, the lantern dims, threatening to leave you at the mercy of the dark. Strange noises can be heard just beyond the glow of your lantern, and distant blips of light remind you that you are not alone.

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This is super solid. Tying exploration to resource management together allows you to create tension and momentum. I started to see a pattern emerge, where taking risks and remembering the dream helps contextualize the moment to moment decision making.  As we said in class, some sort of way to map the space could help (either a straight up a map, or some other visual element), but I understand that this is in development still. Another thing worth considering is the idea that more light may reveal more information. As in more text is shown (if: $light is >20)[show this text or image]. Maybe you are already doing this, and as a player I am just not meant to know it. In all, this is a solid core gameplay loop. It's all about theme now!