Skip to content

Game Overview โ€‹

๐ŸŽฎ Game Concept โ€‹

Title โ€‹

The Candleโ€™s 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

๐ŸŽฏ 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

๐ŸŽจ 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.

๐Ÿ“– 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 fadesโ€ฆ 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

๐ŸŽญ 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]

๐ŸŽฏ Core Gameplay Loop โ€‹

Primary Loop โ€‹

  1. [Move]: Explore dark corridors with your candlelight
  2. [Collect]: Discover new paths and find keys
  3. [Hide/Run]: Avoid or escape Wax Eaters
  4. [Light Management]: Protect your candle from wind, water, or enemies
  5. [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]

๐ŸŽฌ 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

๐ŸŽฎ Player Experience Goals โ€‹

Emotional Journey โ€‹

PhaseEmotional StatePlayer ExperienceDesign Elements
1. AwakeningConfusion, VulnerabilityPlayers 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. ExplorationUnease, CuriosityAs 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. CooperationTrust, Shared FearPlayers 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. ThreatPanic, HelplessnessEncounters 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. DesperationUrgency, SacrificeAs 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. EscapeRelief, Triumph, ReflectionThe 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.

Released under the MIT License.