07 · Game · 2D action RPG
WICKFALL
A candle-lit action RPG where your wax is your life and your light.
Presentation film, recorded in the game while its test bot plays
A top-down pixel-art action RPG in Unity 6. You are the last Wickbearer, a candle golem crossing six dark regions to relight a dead hearth, and one resource does everything: wax is your health, your light and your risk. Burn bright to see and hit hard, trim your wick to hide — you can’t be strong and hidden at the same time.
What I built
- 01
Six regions, each with its own mechanic — warning geysers, a canopy that hides you, presses on a rhythm, light beams steered through crystals, a cave that exists only where you shine — and the Hollow King, a three-phase boss with three endings.
- 02
Light as the core system: the player’s flame is a real URP 2D light with wall shadows, its size also sets how far creatures notice you, and five flames each hurt different creatures.
- 03
A data-driven, event-based architecture: every number from the design document lives in ScriptableObjects and a test checks them against it; systems talk only through event channels; creatures run on small state machines with pooled, allocation-free physics queries.
- 04
Content made in code: levels are written as text maps, and the pixel art, sound effects and music are generated by Python scripts written for the game.
Play
Wax = life = light = risk.
Your pointer — or your finger — is the flame. Hold it down to trim the wick.
Evidence













