Project

Moth Mania capstone puzzle platformer

Systems Page

Systems And Gameplay

What makes this project click for me is when light, darkness, and escort behavior all change the meaning of the same room.

I didn't want Moth Mania to lean on one isolated gimmick. The M.O.T.H.A.M. gear, Mothlett target rules, hidden-path readability, and player experience goals all overlap to make movement feel tactical instead of automatic.

Core Loop

The Repeating Cycle Of Actions And Rewards

The gameplay loop starts simple, then gets more demanding once the player realizes that reading the level and guiding Mothletts are not always compatible at the same time.

Observation

Study the current room with limited information and decide whether the active state is helping or hurting your read.

Exploration

Test routes, discover hidden paths, and use state switching to reveal what the room is actually asking of you.

Escort

Recover Mothletts and manage the fact that too much time in the wrong state can strand them at poles or force extra trips.

Reward

Reach the exit, reunite surviving Mothletts, and carry that momentum through the current five-level slice.

Current Build

The Playable Capstone Slice Is Five Levels

The current build is a five-level capstone slice that ramps from onboarding and routing to heavier escort pressure and enemy-driven threat.

Level 1-1

Light Block Labyrinth establishes the facility tone and teaches the player to read space before committing.

Level 1-2

Night Crawlers on Parade pushes visibility and positioning by making enemy reads part of the room solve.

Level 1-3

Squonk Roast increases escort friction by mixing traversal pressure with a more disruptive enemy presence.

Level 1-4

Block Party adds higher consequence routing with harsher punishment and more demanding sequencing.

Level 1-5

Jackaloblin Tour closes the slice with the most forceful threat profile in the currently playable build.

Level select wireframe from the Moth Mania UI documentation
Level select wireframe from the UI documentation.
Pause menu wireframe from the Moth Mania UI documentation
Pause menu wireframe from the UI documentation.

Dual-State System

Light And Darkness As The Main Decision Layer

The dual-state mechanic is the spine of the project. For me, it only works if it changes visibility, route knowledge, and escort viability instead of reading like a cosmetic toggle.

Night Vision Mode

Night vision helps the player inspect dark spaces, parse hazards, and understand hidden geometry. It is the information-forward state.

  • Improves room readability and discovery.
  • Supports observation before commitment.
  • Removes the player as a valid light-based Mothlett target.

Illumination Mode

Illumination restores the player's role as a guiding light source. It is the escort-forward state, even when that means sacrificing some observational comfort.

  • Lets Mothletts meaningfully reattach to the player.
  • Creates routing pressure because visibility and leadership are split across modes.
  • Makes timing and order of operations part of puzzle solving.

System Snapshot

M.O.T.H.A.M. Gear
Night Vision / Illumination
Level Read
Hidden Paths
Follower Logic
Lightpole Priority
Backtracking Risk
Puzzle Solves
Exit Progression
Mothman Calming
Night vision gameplay HUD mockup for Moth Mania
Night vision gameplay HUD mockup.
Illumination gameplay HUD mockup for Moth Mania
Illumination gameplay HUD mockup.

Escort System

How Mothlett Following Creates Pressure

The Mothlett system matters because it feels like real game logic. They do not just trail behind the player; they evaluate valid light sources and choose targets using consistent priority rules.

Target Selection

  • Mothletts continuously check for nearby light sources.
  • They prefer the pole they are orbiting unless the player is close enough in the correct state.
  • In night vision, the player stops being a valid target and Mothletts fall back to environmental lights.

Why It Works

That rule set makes escorting an active responsibility. I wanted the player to balance safety, visibility, and momentum instead of collecting followers once and forgetting them.

Mothlett art from the Moth Mania character lineup
Mothlett concept art from the character lineup.
Squonk ideation sheet from the Moth Mania documentation
Squonk ideation sheet from the enemy lineup.
Jackaloblin ideation sheet from the Moth Mania documentation
Jackaloblin ideation sheet from the enemy lineup.

Player Goals

Cerebral First, Multitasking After

In the project documentation, I framed the intended experience around two linked goals: first make players stop and think, then ask them to juggle mastered systems under pressure.

Cerebral Read

I want players to feel curious, logistical, and rewarded when the solution finally clicks. Clarity in silhouettes, feedback, and room communication all support that.

Controlled Overwhelm

Once the basics are understood, I want the game to become more crowded in a controlled way: escort rules, hazards, timing, and route planning all need to be managed at once.