Time Loop
A hand-painted side-scroller where light is currency. Built in Godot 4 with custom shader-based brushwork.
Visit lumenfall.studioBuild a small, slow platformer that treats light not as a resource bar but as the medium of the world — a game you read with your eyes the way you read a painting.
Lumenfall is a small game, but every system in it exists to serve one feeling: that light is something you read, not something you spend. Here's what that looks like in play.
Living light
Every light source casts real, painterly illumination that ripples across the hand-painted world. Carry a lantern into a dark room and the whole scene wakes up around you — shadows stretch, colors warm, hidden paths surface.
Light as a verb
Each kind of light does something only it can do. Torches thaw frozen mechanisms, lanterns age objects forward and back, embers remember where you've walked and light the way home. Puzzles are sentences you speak in light.
Forty-eight painted rooms
No tilesets, no procedural fill. Every one of the game's rooms is a hand-composed painting you move through, blocked in flats and finished by hand on a Wacom, baked to crisp 2K.
A score that listens
There's no fixed soundtrack — just a generative ambient bed that thickens and thins with your light. Move slowly through a bright room and it blooms; sit in the dark and it falls to near-silence.
No HUD, no meters
The interface is the world. There's no light bar, no minimap, no numbers — you gauge everything by looking, the way you'd read a painting for what it's trying to show you.
I kept bouncing off platformers that treated light as a number on a bar. I wanted to feel light the way you feel it walking into a cathedral at dusk — as the whole reason the room exists. Lumenfall was the excuse to chase that feeling until it ran in real time.