Game Overview โ
๐ฎ Game Concept โ
Title โ
The Candleโs Last Light
Tagline โ
Escape while your candle is still flickering
Genre โ
- Primary Genre: Horror, Puzzle Adventure
- Secondary Genres: Stealth, Exploration
Platform โ
- Primary: Steam, PC
- Secondary: Console
Inspiration โ
- The Night Cage (boardgame), INSIDE, Little Nightmares, GTFO
๐ฏ Target Audience โ
Primary Audience โ
- Age Range: 18-35
- Gaming Experience: Casual, Indie
- Interests: Horror games, Puzzle solving, Story-driven experiences
Secondary Audience โ
- Age Range: 18-45
- Gaming Experience: Mixed
- Interests: Atmospheric games, Unique mechanics
๐จ Core Pillars โ
Pillar 1: Light as a Lifeline โ
Description: Atmospheric Horror, limited vision from the flickering candle.
Pillar 2: Shifting Labyrinth โ
Description: The world changes while the player is moving, backtracking leads to new paths and lost progress.
Pillar 3: Persistent Threat โ
Description: Wax Eaters hunt the light, forcing risky decisions.
๐ Game Summary โ
Elevator Pitch โ
You and your friends awaken in a shifting labyrinth of darkness, armed only with flickering candles. Work together to find the keys, open the gate, and escape โ before the light fadesโฆ and the Wax Eaters find you.
Detailed Description โ
Provide a more comprehensive overview of what the game is about, including:
- Core gameplay loop
- Key features
- What makes it special
- Player experience goals
๐ญ Theme & Setting โ
Visual Theme โ
- Art Style: Semi-realistic, low-saturation, high-contrast lighting
- Color Palette: Dark and moody
- Atmosphere: Eerie, Intense
- Lighting: Dynamic + volumetric lighting, candle flicker shaders
Setting โ
- Time Period: [e.g., Modern day, Victorian era, Futuristic, Medieval]
- Location: [e.g., Abandoned mansion, Space station, Forest, City]
- World Building: [e.g., Post-apocalyptic, Fantasy, Sci-fi, Historical]
๐ฏ Core Gameplay Loop โ
Primary Loop โ
- [Move]: Explore dark corridors with your candlelight
- [Collect]: Discover new paths and find keys
- [Hide/Run]: Avoid or escape Wax Eaters
- [Light Management]: Protect your candle from wind, water, or enemies
- [Escape]: Activate the gate and escape
Secondary Loops โ
- [Loop Name]: [Description of additional gameplay elements]
- [Loop Name]: [Description of meta-progression or collection elements]
๐ฌ Narrative Overview โ
Story Premise โ
Brief description of the main story or narrative hook
Key Characters โ
- [Character Name]: [Role and brief description]
- [Character Name]: [Role and brief description]
Themes โ
- Primary Theme: Survive in total darkness
- Secondary Themes: Experience fear, disorientation, and dread as the world shifts around you
๐ฎ Player Experience Goals โ
Emotional Journey โ
| Phase | Emotional State | Player Experience | Design Elements |
|---|---|---|---|
| 1. Awakening | Confusion, Vulnerability | Players wake up in darkness with no memory, no tools, and no idea where they are. They feel exposed and powerless. | Low visibility, slow movement, minimal sound, ambient breathing or whispers. |
| 2. Exploration | Unease, Curiosity | As they explore, the darkness feels endless and oppressive. Each step forward is a risk. Curiosity drives them, but anxiety holds them back. | Narrow light radius, random shifting paths, subtle environmental noises. |
| 3. Cooperation | Trust, Shared Fear | Players realize that cooperation is their best chance. Fear is still present, but a fragile sense of trust begins to form. | Mechanics reward teamwork (e.g., shared light), puzzles require coordination. |
| 4. Threat | Panic, Helplessness | Encounters with Wax Eaters bring raw fear and adrenaline. Mistakes feel costly. The labyrinth's shifting nature increases the sense of hopelessness. | Chase sequences, candle-extinguishing hazards, unpredictable path changes. |
| 5. Desperation | Urgency, Sacrifice | As resources dwindle and paths collapse, tension peaks. Some players may risk themselves for others. Emotional stakes are at their highest. | Timed objectives, narrowing pathways, "last candle" moments. |
| 6. Escape | Relief, Triumph, Reflection | The final gate offers hope โ but only if everyone makes it. Success brings overwhelming relief; failure lingers as a haunting memory. | Cinematic lighting shift, music builds to a crescendo, team-dependent endings. |
Player Feelings โ
- During Gameplay: Isolation, Fear, Helplessness, Despair
- After Completion: [e.g., Satisfied, Thoughtful, Excited to replay]
This document should be updated as the game concept evolves during development.
