Lantern Loop
Find a lantern, choose a route, and bring light home before the fog closes in.
proposedPlayer 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
- Spawn beside one lit sign with a single plain-language objective.
- Pick up the starter lantern and follow the nearest short route.
- 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
| Choice | Benefit | Cost / information | Why both can win |
|---|---|---|---|
| Short lit path | Fast, low-risk bank | Fewer embers | Good when charge is low or teaching controls |
| Fog path | More embers and a shortcut | Uses charge, needs navigation | Good when prepared or helping a teammate |
Features
| ID | Status | Feature | Depends on | Acceptance |
|---|---|---|---|---|
| F-001 | approved | Lantern pickup and charge | player movement | Player picks one up, sees charge change, and can recover from zero charge. |
| F-002 | proposed | Three route choices | F-001 | Each route has readable risk, reward, and a reason to return. |
| F-003 | deferred | Co-op light sharing | F-001 | Teammates 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
- F-001: prove pickup, charge, recovery, and feedback in one playable path.
- F-002: add routes after the core path is readable.
- 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
No local image was provided. This text diagram keeps the player path reviewable without claiming art exists.