Ahmed Baghouli
All work

07 · Game · 2D action RPG

WICKFALL

A candle-lit action RPG where your wax is your life and your light.

Year
2026
Role
Solo — game design, programming, art and sound made in code
Context
2D game development coursework, reviewed in eight stages from concept to release

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

  1. 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.

  2. 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.

  3. 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.

  4. 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.

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