Sunshine



A strategic tap-based puzzle game where you harness the power of the sun to melt frozen landscapes, trigger clever chain reactions, and restore spring in just three moves.

Sunshine Game Design Document: Sunshine GDD

My Contributions

1 / 3
I served as the sole pixel artist for Sunshine, making 10 different tilesets, 2 for each tile type. I became a little obsessed with working on the art, and went a little overboard which I do NOT regret.
2 / 3
As our sole level designer, I created 14 unique levels that increase in difficulty throughout the game. The first few levels serve to onboard the player into the gameplay as it slowly gets trickier.
3 / 3
When I designed the game, I had a vision for a very satisfying hover mechanic where tiles would lerp upwards when hovering. This was very fun to make in Godot, as I taught myself GdScript. Players seem to love the feel of Sunshine, which I am very proud of.



Role: Pixel Artist, Game Designer, Level Designer, Programmer,and Sound Designer
Tools: Unity 2D, Visual Studio, Audacity
Link: Play Sunshine on Itch.io

Key Takeaways:
Sunshine was my second game I made for my casual game dev class in 2026. I was just supposed to make a puzzle game, and as the artist I went completely overboard pulling late nights to make 10 total tilesets. Why did I do this... because I just love making games that look great and feel great. Despite being for a small class project, I made some of my favorite assets ever for Sunshine.

Sunshine is a cozy puzzle game where you try to melt a full board of frozen tiles in a limited number of moves. By chaining your moves with special tiles, the puzzles have super satisfying chain reactions. A big goal for this project for me was to actually learn how Godot works, and I am so happy with how it turned out. I taught myself some GdScript and managed to bring my vision to life with the hover effect which shows what each tile's effect will be when hovering on it.

In terms of level design, I was a little limited by the fact that not all my tile ideas made it into the game, which restricted the difficulty of what I could make. Despite this, I managed to make some pretty tricky levels that seemed to really stump our playtesters, which was a great feeling. I think my favorite reaction to this game was when a playtester said "I wouldn't even care if the levels stayed easy, the game feels so good that I'd play a full game of easy levels". My competitive nature took over a bit on this project and I was very happy to show it off in class as our classmates were shocked at the level of polish this game had. (For being made in 2 weeks)

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