Lantern Loopeditable design source
one-day · proposed

Lantern Loop

Find a lantern, choose a route, and bring light home before the fog closes in.

proposed

Player story

Sees

A dim village, three visible paths, a lantern with a fading glow, and a safe house ahead.

Knows

Light reveals shortcuts. The fog is a recoverable pressure, not an instant fail. Carrying one rare ember makes a longer route worth considering.

Does

Chooses a route, collects embers, shares light with a teammate, and returns to bank the run.

Feedback

The lantern brightens, nearby fog recedes, a soft chime confirms an ember, and the safe house gives a warm arrival burst.

First-time flow

  1. Spawn beside one lit sign with a single plain-language objective.
  2. Pick up the starter lantern and follow the nearest short route.
  3. Bank one ember at the safe house and see the next route unlock.

Repeat loop

Choose a route → manage lantern charge → collect or help → bank embers → choose a meaningful next route.

Progression

Banked embers unlock route knowledge and optional lantern cosmetics. They do not make the safe route irrelevant.

Meaningful choices

ChoiceBenefitCost / informationWhy both can win
Short lit pathFast, low-risk bankFewer embersGood when charge is low or teaching controls
Fog pathMore embers and a shortcutUses charge, needs navigationGood when prepared or helping a teammate

Features

IDStatusFeatureDepends onAcceptance
F-001approvedLantern pickup and chargeplayer movementPlayer picks one up, sees charge change, and can recover from zero charge.
F-002proposedThree route choicesF-001Each route has readable risk, reward, and a reason to return.
F-003deferredCo-op light sharingF-001Teammates can understand when sharing helps.

Existing systems to preserve

  • Preserve the current movement, camera, interaction prompt, and accessibility settings unless an approved feature names a change.
  • Preserve existing pickup sounds and VFX. Add feedback only where the current stack does not confirm an outcome.

Optional UI pack reference

  • [proposed] Pack: none required. If a pack is available, record its id, authored screen/template,

target device layout, and the player interaction it preserves. Keep its layout and sizing structure when changing graphics; do not treat the pack as a dependency of this GDD.

Build order

  1. F-001: prove pickup, charge, recovery, and feedback in one playable path.
  2. F-002: add routes after the core path is readable.
  3. Test first-time completion, a second run, empty charge recovery, and rejoin state.

Scope boundary

One-day scope: one map chunk, one starter item, two route variants, one bank action, and one repeat decision. Exclude a shop, live events, broad content catalog, paid systems, social rank, and polished art until the loop earns them.

Open decisions

  • [proposed] Does a lantern recharge at the safe house or only through found light? Ask this before balancing route length.

Visual direction

Warm cream paper, sage green accents, soft fog shapes, readable silhouettes. If no local image is available, draw the safe house, route fork, and lantern as CSS wireframes and keep this prompt: "cozy low-poly night village game scene, warm lantern light, three clear routes, no text, no UI".

Visual direction

Visual directionno assets

No local image was provided. This text diagram keeps the player path reviewable without claiming art exists.