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Played it through. The atmosphere has potential: the soft light radius on a dark harbor is a nice core image.

Honest feedback: right now it feels like walking a dot over to other dots. Lighting a lantern doesn’t change much in the world, so there’s not much reward or reason to keep going. Some ideas:

  • Make the world react when you light a lantern: nearby windows turn on, the street gets brighter, a sound plays. By the eighth one the harbor should look alive compared to the start.
  • Make the unlit lanterns easier to read: right now they blend into the background. A faint flicker or glow would guide the player without a map.
  • Give the player a bit of character: even a tiny figure with a walk animation or a lantern in hand would help a lot over a plain circle.
  • Animate the water: a slight shimmer or reflection of the lit lanterns would sell the “harbor” part.
  • Add some stakes: a fading light meter or lanterns that dim over time would turn it into a small route-planning challenge.

The base idea is calm and nice, it just needs more payoff for each lantern. Good luck with the jam!

(+1)

Thanks for actually walking it, and for the honest read. You're right: lighting a lantern changes nothing yet. That's the next build. Light one and the harbor should answer, windows come up, the street brightens, so the eighth lantern looks like a different town than the first. The unlit ones need a faint flicker too, they do blend in. Holding off on a timer for now (I want it calmer than a route puzzle), but the payoff per lantern is fair and it's my work order now. Good to hear the light radius stayed.