Microphone input and candle behaviour

Keep The Light On

I programmed this short team-developed puzzle game using visual assets created by teammates.

Role
Sole Programmer
Context
Team project
Status
Released Windows build
  • Unity
  • C#
  • Puzzle gameplay
Keep The Light On puzzle game cover image
Cover image from the public itch.io release.

Programming role

Keep The Light On is a compact team-developed puzzle release. I was the Sole Programmer and handled all programming.

Other team members created the visual assets, which I integrated into the playable implementation.

Implemented systems

  • Implemented all game code as the project’s Sole Programmer.
  • Programmed movement, sprint and stamina, microphone-driven speaking and blowing input, and candle, wind, and light-radius behaviour.
  • Implemented enemy patrol and chase behaviour, hiding, puzzle sequences, and ScriptableObject-backed scene and puzzle state.
  • Integrated art assets created by teammates into the delivered Windows build.

Design decisions

Microphone input as interaction
Speaking and blowing thresholds connect microphone input to candle, wind, and light-radius behaviour.
Shared puzzle state
ScriptableObjects carry puzzle and scene state across the compact game flow.

What was hard

Connecting microphone input to readable gameplay reactions.
Used speaking and blowing thresholds to drive candle, wind, and light-radius changes.

Implemented systems

Movement, stamina, microphone input, reactive light behaviour, enemy patrol and chase, hiding, and environmental puzzles. Short-form puzzle gameplay packaged as a downloadable Windows release with teammate-created art.

What I took from it

  • How to integrate teammate-created visual assets while retaining responsibility for the complete game implementation.