Light is fuel
Sunlight refills the same charge meter that powers the dash and keeps the player alive.
A compact 2D platformer where sunlight is fuel, exposure is danger, and every shadow is running out of time.
Heliograph is a complete jam build. A fresh launch opens the title screen and plays end to end through four levels — First Signal, Prism Foundry, Lunar Archive, Crown of Dawn — to the win screen and the relay-chain hook.
On top of the original light/shadow/charge/cipher loop, the build now adds:
| Document | Owns |
|---|---|
| Game Design | Player experience, rules, tuning baseline, progression, and scope |
| Story and Narrative | ACE, the Oracle, the Watchers' turn, the Turing hook, per-level beats |
| Editing Levels | The level scene anatomy and how to author new rooms |
| Audio Production | Voice lines, SFX/ambience prompts, file paths, and event hooks |
| Theme and Art Direction | Setting, visual language, palette, UI, audio, and asset budget |
| Asset Reuse Plan | Exact Kenney sources, atlas IDs, project targets, exclusions, and missing assets |
| Jam Level Design | Spatial metrics, room beats, encounters, cipher content, and level cuts |
| Technical Architecture | Scene boundaries, state ownership, signals, data flow, and tests |
| Physics and Engine Systems | Movement math, project settings, player states, and required GDScript |
| Development Guide | Local setup, input map, conventions, and validation commands |
When documents conflict, player-facing rules belong in Game Design, spatial encounters belong in Jam Level Design, asset selection belongs in Asset Reuse Plan, and implementation contracts belong in Technical Architecture or Physics and Engine Systems.