Platformer with Lantern-Based Mechanics set in a Nightmare
I worked on Goodnight, Lily as the sole level and content designer on the project. The game presented quite a few level design challenges. Since one of our goals was to incorporate a horror aesthetic, we also wanted the gameplay to make the player feel intimidated. As a result, Lily was given no combat abilities and the game focused on avoidant platforming. This meant the enemy encounters really needed to shine and offer players an engaging obstacle to compete with. The lantern mechanics offered unique challenges as well.