Scarlet Sprite Games


Nyctophobia
Psychological | Free
What if darkness itself was an obstacle?
Explore a lonely space station, trying to restore power, before it is all engulfed by Jupiter's shadow. Your character is terribly terrified of darkness, which claimed most of the station when the power went out.
Mind the high contrasts, and pitch black darkness are prevalent as they are intrinsic to the design identity.
Lab objective approach

Comms objective approach

Thoughtful making of space
How the geometry is structured to subconsciously guide the player.


the Lab
A personal favourite area, built around timed spotlights which create very particular cones of light.

Highlighting the catwalk and drawing attention to the central area through lights, the geometry just begs the player to come to the cycling spotlight area in the center of the large room.

Highlighting the catwalk and drawing attention to the central area through lights, the geometry just begs the player to come to the cycling spotlight area in the center of the large room.
the CORE
The final challenge, the room is designed to frame and draw attention to the CORE in the middle. It has a distinct red tint, which is later juxtaposed with a teal for the switches to disable the CORE

the final challenge room is all about drawing the attention to the CORE. With it's inverted conical shape pointed directly at the main light source (and soon an obstacle), the focal point is clearly defined.

To make the buildup to the final area more impactful, I used a subtle optical illusion. Though the walls seem straight, the corridor actually gets taller and wider closer to the CORE. As such, the walk feels just slightly longer than it should, establishing a sense of unease in the player.

the final challenge room is all about drawing the attention to the CORE. With it's inverted conical shape pointed directly at the main light source (and soon an obstacle), the focal point is clearly defined.
the Comms
The comms are the first deep dive into the darkness.
Though the area is easy, it remains intimidating as most of the geometry is obscured by the deep shadows.

Description is still being written!

As the ledge drop to bottom section needed to be more noticeable, the area around the checkpoint was reshaped, with a slanted ceiling- with the viewing platform on the tall end and the drop at the other. With the viewing platform showing the player their already visited areas and their next objective under them, the drop on the opposite side of the room should be clearly understandable. To make it even more so,a wire is dragged across the floor and dropped off the ledge.

The bottom section was initially a colossal cube - an unnecessarily brutalistic take on a prospect space. However, since the rotating spotlights provide very little light already, the walls could be brought much closer yet seem infinitely distant as their shape and size are hidden in the shadows.

Description is still being written!
the Kitchen
The first area the player enters, kitchen& aggroponics have the critical role of establishing the delicate balance of light and shadow that drives the gameplay.

framing the kettle (the first objective) with a pillar and subtly with the table, the player is drawn deeper into the kitchen, by the green door (for now locked). Interestingly, testers avoided walking through the lowered section altogether.

Trying to guide the player towards the kettle in a wide arc around the table, was at first done by having the table right in the middle of the room, and framing the kettle with the chairs. Though this worked in playtesting, the area was painfully flat.

the entrance to the kitchen was also at 90* at first- simply because it was easier to line up with the corridors. But that also resulted in the corridor directing the player AWAY from the kitchen, towards the aggroponics subsection (top-left)

framing the kettle (the first objective) with a pillar and subtly with the table, the player is drawn deeper into the kitchen, by the green door (for now locked). Interestingly, testers avoided walking through the lowered section altogether.
the Lobby
A safe haven from the ever-present darkness, the lobby offers a safe respite for the player.

As the player enters the lobby from the lower floor, they will go from a narrow corridor to an open plan of the lobby, dominated by the huge Jupiter. Hopefully lured by the sight, the players will proceed to the window, where they can see their next objective- the comms.

Though every care was taken to highlight the next goal from aggroponics, it was important to give a player a middle-point, where they could see that they are getting closer. The geometry of the lobby was designed to accomodate this.

Though the huge window was always a prominent feature of the lobby, it really lacked a geometric identity. Dividing the room through height - entrance and savepoint above, window below was a start, but clearly not enough.

As the player enters the lobby from the lower floor, they will go from a narrow corridor to an open plan of the lobby, dominated by the huge Jupiter. Hopefully lured by the sight, the players will proceed to the window, where they can see their next objective- the comms.
the Shuttle
Created from the secondary refuge space theory, and a war on 90* angles, the shuttle evolved into a very distinct geometry, while offering a relatively straightforward gameplay challenge.

Description is still being written!

Description is still being written!

Description is still being written!

Description is still being written!
the Storage
Meant to force the player
to push to their limits, this
late-game area is built around a single light, with 2 switches in visible yet uncomfortably far-off and dark areas.

At the top of storage, light seeps in from below, as well as from the switch-locked door and one of the switches.

The 'plank switch' was a cause of a few sleepless nights. Having one central light defined the storage, so for many days I tried to get the switch just lit enough by the main light to be visible, while keeping the room as dark as possible

Description is still being written!

At the top of storage, light seeps in from below, as well as from the switch-locked door and one of the switches.
the Gym
Establishing the lever logic, the gym is all about redefining the room by changing the light conditions.
What path is possible at first, becomes deadly after flipping a switch.

Description is still being written!

Description is still being written!

Description is still being written!
Layout
iteration
Because no idea is great right off the bat.

Refining room shapes, corridor adjustments. Scraping minor rooms due to lack of time.

Considering more advanced shapes of the individual areas and ensuring they work together. Areas remain connected by small corridors.

Figuring out anchor points of the entire gamespace- placing objectives, keys and locks in positions that encourage movement.

Refining room shapes, corridor adjustments. Scraping minor rooms due to lack of time.
Absolutely tremendous. It may just be the greatest thing to ever grace this cursed land. Be sure to give it a shot.

-Mick
No official reviews yet! Contact me to become a part of the beta testing!
-Mick
The sheer impact of this project has made me reconsider my entire future, opting to pursue a career in level design. Would play again.

-Mick