Posted April 17, 2026 by Ebony
(Image created by ChatGPT )
Lumen & Umbra (which means light and shadow in Latin) is a 2D puzzle-platformer where players switch between a light form and a shadow form, each interacting with different elements of the environment. Progression depends on understanding how both forms exist within overlapping worlds and using their unique properties to solve spatial puzzles.
- Genre
Puzzle-platformer. I chose this genre because it supports mechanic-driven gameplay, which lets the dual-form system stay at the centre of the experience. It also naturally encourages experimentation and problem-solving, which fits the core idea of the game.
- Concept Creation Process and Influences
The idea for Lumen & Umbra comes from exploring how a simple mechanic can be turned into the main focus of a game, rather than relying on combat or fast reactions. I wanted something that feels more thoughtful and puzzle-based, where players are rewarded for experimenting and figuring things out.
The target audience is players who enjoy puzzle-platformers and more atmospheric indie games. This includes casual and intermediate players who prefer thinking through challenges rather than relying on fast reflexes. Games like Limbo and Inside are clear influences, especially in terms of mood, simplicity, and environmental storytelling.
The concept is also influenced by my interest in duo-character gameplay, like Ratchet & Clank and Jak and Daxter, where two characters work closely together and complement each other’s abilities. While Lumen & Umbra doesn’t use two separate characters in the same way, the dual-form system is inspired by that idea of switching between complementary roles to overcome obstacles.
However, Lumen & Umbra differs by making the core mechanic more direct and interactive. Instead of just interpreting the environment, players actively shift between two forms to change how the world behaves. This adds a more hands-on puzzle system compared to many similar games.
Compared to other platformers that focus on combat, timing, or precision movement, this game focuses more on logic and experimentation. That makes it more accessible to players who might not be highly skilled at action-based gameplay but still enjoy solving puzzles.
There’s also a thematic layer to the light and shadow contrast, which can represent ideas like duality, perception, or identity. This isn’t forced story-wise, but it adds depth to the concept.
Overall, the goal is to keep the design simple and focused while still offering depth through mechanics and puzzle design.
- Game Treatment and Concept Art
Core Gameplay
Lumen & Umbra is built around a dual-form mechanic where the player switches between Lumen (light form) and Umbra (shadow form). Each form interacts with the world differently, and the player must constantly think about which one is best for the situation.
Lumen behaves like a standard platformer character. It can run, jump, and interact with solid objects, but is vulnerable to hazards like spikes or traps.
Umbra can pass through certain barriers and interact with shadow-based objects, but it can’t interact with everything in the physical world. This forces the player to think in terms of what exists in each form rather than relying on one consistent set of rules.
The switch between forms is instant and mapped to a single input. This keeps the controls simple while allowing more complex puzzle design.
Gameplay Loop
The core loop of the game is:
This loop is designed to encourage trial-and-error learning. Players gradually build an understanding of how each form works without needing heavy tutorials.
- Level Design
Levels are introduced gradually so the player isn’t overwhelmed early on. The first sections focus on teaching the basic differences between Lumen and Umbra, such as what each form can and cannot interact with.
As the game progresses, puzzles start combining both forms more heavily. Instead of simple switches or barriers, players need to plan and switch forms at the right time.
For example, a switch might be hidden behind a wall that only Umbra can pass through. The player would need to switch forms to activate it, then switch back to Lumen to continue through the newly opened path.
Later levels would combine multiple of these ideas, requiring more planning and making the puzzles more layered.