The Project
A Guide to the Light is a challenging climb-based platformer about perseverance and depression. Inspired by Getting Over It and Jump King, it uses difficulty as a narrative device: no matter how often you fall, you can always climb again. This encouraging message mirrors the real life internal struggle of overcoming hopelessness.
What I Did & Creative Approach
I designed and programmed everything, from the physics and mouse-based jump system to a dynamic soundtrack that added instruments as you progressed. My creative goal was to build a “vertical narrative” that developed the more you climbed. Instead of narrative or dialogue I used the environment. Using Unity’s post-processing volumes, the further you climbed the lighter the game became with the different instruments of the music gradually getting added in.
What I Learned
This game taught me that gameplay and theme can be inseparable. The hardest part was tuning the movement system to feel consistent and readable without losing the intended frustration. I also learned a lot about Unity’s sound system. Some players thought it was too hard, but that feedback confirmed I’d nailed the emotional tone I was going for.
Why I did this project
This was a personal project built around the theme of “breaking away.” I wanted to design an experience that felt emotionally honest, and avoid cheesy optimism in favor of a gameplay loop that acknowledges how difficult it is to pull yourself out of a dark place but still provides a way to move forward.
