The war of two planets for LOVE
The Light Behind Your Eyes
Two planets, a trade, a betrayal, an infiltration, hope, fear, and a rescue.
“That one moment transformed your destiny. Now you must save your son and bring your planet back to life.”
In your path you will eat hallucinogenic mushrooms and find explosive weapons, you will use these abilities to endure the death and the lifelessness of TIMOR planet.

Writing Reflections

1. Here’s what I was trying to do
I wanted to create a game that tells a deep, meaningful story without interrupting gameplay. My goal was to build a world where players feel the narrative unfold organically – through emotions, colors, exploration, and surreal abilities – rather than exposition.
2. Here’s why
I believe the most powerful game narratives don’t stop the player to “tell” them the story. Instead, they let the player live the story. As someone who values immersion, I didn’t want menus or voiceovers breaking the emotional flow. I also wanted to reflect how fear and hope can reshape a person’s identity, especially when family is involved.
3. Here’s what I was interested in achieving
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Emotional gameplay: where the character’s feelings affect visuals and mechanics
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A seamless fusion of story and systems
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A metaphor-rich world where spiritual energy and technology are in conflict
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Player agency: let the player feel joy, fear, hope – not just see it
4. These are choices I made
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No cutscenes or dialogue trees; narrative is told through light, mechanics, and world design
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Created a system where the character’s eye glow changes based on emotion
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Designed mushrooms with unique sensory and gameplay effects to externalize the emotional and surreal themes
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Built a level structure that mirrors the story arc: Hope → Loss → Chaos → Confrontation → Rebirth
Writing & Narrative Design

Story World
Two planets – SPE (Hope) and TIMOR (Fear) – once connected, now at war. Spiritual energy clashes with cold, calculated tech. A child, secretly artificial, becomes the last beacon of hope. A father must rescue his son and confront the truth.

The Big Twist
The son is an AI built by TIMOR… but SPE’s spiritual energy gave him a soul. That soul rewrote his mission.

Click to read the FULL STORY.
Design Vision & Art Style

My Vision
Games can be stories without needing to talk. Our goal was to show, not tell – through gameplay, emotion, and visuals.
“The story is in the skate, the light, the silence.”

Themes
Fear restricts. Hope creates.
Family and identity aren’t just DNA – they’re felt.
Death doesn’t end stories. Energy does.

Art Style
Inspired by sacred geometry, neon bioluminescence, and emotional color theory. Characters glow. Worlds breathe. Light is life.
Gameplay & Mechanics

Core Loop
Explore ➜ Eat mushrooms ➜ Unlock surreal abilities ➜ Endure traps ➜ Find your son ➜ Save your planet
Key Mechanics
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Emotional Light System (based on the father’s feelings)
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Mushroom abilities (time, perception, euphoria)
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Fluid combat: from shooting to skating to desperate melee
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Puzzle-like level design that doubles as emotional metaphor
Level Design (Demo)

Intro Level
Setting: SPE PLANET
Highlights: Introduces emotional light states

Level 3 | Part 1
Setting: NEW HOME
Highlights: Weapons introduction and Dimension switch

Level 1
Setting: TIMOR PLANET
Highlights: Dark tone, first mushrooms

Level 3 | Part 2
Setting: NEW HOME
Highlights: Boss 1 battle, skateboarding, high-stakes action

Level 2
Setting: TIMOR ➜ NEW HOME
Highlights: Advanced tech and transport systems
Key Mechanics
Main Objective: Rescue your son and reignite SPE’s energy
Player Rewards: Emotional artifacts, mushroom powers, clues
Penalties: Only death. No story interruption.
Progression: Bosses unlock new gameplay tools + narrative depth
Personal Thoughts
I made this project to push myself beyond traditional storytelling. This wasn’t just a game to me – it was a meditation on fear, hope, and parenthood. I built mechanics that feel personal. My hope is that players feel them too.
