Some retrospective thoughts


(taken from a chat with a friend, posting as general commentary)

this game was fun to design because it was hyper-minimalist in terms of UI, ultimately to its detriment

the thing was that this was a totally custom game engine, and rendering text is surprisingly annoying to do, so it would've taken 2 or 3 days of my 1 week budget

so I was like how do I design an idle game around the constraint of "you can't use any text"

just goes to show that constraints are a great thing for creativity


and the design I came up with doesn't really work

you can't know any of the internal mechanics of how the buildings work, etc

though it's cool that the light expanding gradually reveals more of the world (and also you can't step off into the pitch blackness)

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