Lumen Drift
Tim Lin
Artist’s statement
Artist's Statement: Lumen Drift
Tim · CS1700, HW2: The Art of the Game
The idea
Lumen Drift is a one-mechanic reflex game: you move a small glowing orb left and right to catch falling light motes and avoid falling shadow motes. One touch of a shadow ends the run; missed light motes quietly cost you a fraction of a point instead of a life, so the tension is about sustained attention rather than a single reaction. I wanted something that felt calmer and more atmospheric than the three sample games — no ship, no weapon, no explicit antagonist — where the whole emotional register comes from light versus dark and the game very gradually speeds up the longer you survive.
Design decisions
I kept the palette to warm gold for light, cold violet-black for shadow, and a steady blue for the player, so the read is instant even with a dozen motes on screen. The difficulty ramp is continuous (spawn rate and fall speed both scale with elapsed time) rather than stepped into levels, which keeps a single run feeling like one unbroken drift instead of a series of checkpoints. The small score penalty for a missed light mote was a late addition: without it, the optimal strategy was to sit still near the center and only move to dodge shadows, which made the "catching light" half of the concept pointless. Adding the penalty forced actual tracking behavior.
AI disclosure
I used Claude to make the game and to help with the layout of this artist's statement.
What I'd change with more time
I'd add a slow-motion "focus" ability triggered by a held key, costing meter that refills only while catching light motes cleanly — a small risk/reward layer on top of the current single-mechanic design. I'd also want real playtesting data on the difficulty ramp rather than my own few dozen runs, since a curve that feels right to the person who built it is the least reliable judge of whether it's actually fair.