Engine Godot 4
Genre Narrative Point & Click
Team 1 person
Duration Feb 2026 (1 Week)
Platform WEB
POV First Person
Play on Itch.io

Lucidity was inspired by the game jam theme ‘Strange Places’ and a question: is it possible to make the player doubt their own perception? Built in 4 days for Brackeys Game Jam 2026.1, the goal was to create a short narrative experience where observation itself is the core mechanic, just the player attention and judgment. The constraint of the jam timeline forced sharp scoping decisions. I stripped the design down to one interaction (click to inspect), one question (dream or reality?), and one emotional throughline: doubt.

As Solo Developer, I owned every aspect of Lucidity from concept through release in 4 days:

Conceptualized the core theme and designed the dream/reality judgment mechanic around the jam prompt.
Wrote the full narrative arc across 6 nights, including all in-game letters and environmental storytelling beats.
Designed the pacing and storytelling curve, calibrating how much information each night reveals to sustain uncertainty.
Designed and created all pixel art environments, focusing on visual ambiguity that serves the core mechanic.
Implemented all gameplay systems, dialog, UI, and point-and-click interactions.
Scoped aggressively to ship a complete, polished experience within the 4-day deadline.

With only 4 days, I prioritized atmosphere over scope. The pixel art style and the palette was a deliberate choice, it creates just enough ambiguity in the visuals to make the player second-guess what they're seeing, which reinforces the dream/reality theme mechanically.

I wrote a story arc that unfolds across 6 nights, each functioning as its own level. The narrative is delivered through the environment itself and through written letters the player discovers (image 1) never through exposition. Each night reveals a fragment of the larger story, carefully paced so that uncertainty builds alongside understanding. By the midpoint, the player has just enough information to form a theory and just enough doubt to question it.

I designed the environments around subtle cues: the passing of time, objects that shift between inspections, details that feel slightly wrong. The point-and-click format kept the interaction layer minimal, letting the storytelling curve and visual design carry the weight. The result is a progression where early nights feel grounded and observational, while later nights blur the line more aggressively, mirroring the player character's own unraveling.

What worked

The single-verb interaction design (click to inspect, then judge) kept scope tight and made the 4-day deadline achievable while still delivering a complete experience arc. Players consistently reported feeling genuinely uncertain about their choices, which was exactly the target emotion.

What worked

The 6-night structure gave the narrative a natural rhythm despite the short runtime. Delivering story through environmental details and letters meant every inspection felt purposeful, players were piecing together the story and making their dream/reality judgment simultaneously, which kept both systems reinforcing each other.

What I'd change

Increase the tactile feedback associated with interactions with objects in the room: subtle movements, more satisfying or frightening sound effects.

What I'd change

The story did seem a bit rushed to me, though, and would certainly benefit from a more gradual build-up to the reveal, with the addition of more red herrings and mystery.