Game project

In The DarkPixel-horror survival with dynamic light

In The Dark is a top-down pixel survival game built in Python and Pygame. You move through a hostile world where light is limited, danger hides in the shadows, and every flashlight cone matters.

Pixel artDynamic lightingPygame
Gameplay footage of In The Dark, showing pixel survival action.
NOW PLAYING · IN THE DARK

Project at a glance

Role

Game design, programming, pixel art direction, systems design

Stack

Python · Pygame · Tiled-style level design · Sprite sheets

Core idea

A relentless, atmosphere-heavy survival game where light is a resource, vision is limited, and the environment can turn on you at any time.

Key features

Dynamic day / night cycle & lighting

Light isn't just visual flair — it's a mechanic. The game simulates a full day/night loop:

  • Dawn, day, dusk, and night lighting states
  • Flashlight cones that cut through darkness and reveal enemies
  • Visibility and mood that change as the world transitions from safe to hostile

The lighting system drives tension: you can't see everything, and that's the point.

Enemy AI & encounter design

Enemies have their own trait system from basic attributes such as speed, damage, and size to which Virtual Inteligence they follow.

  • Basic chase behaviors for roaming threats
  • Enemy difficult scales with time and distance from the point of spawn

Physics-aware movement & collisions

Movement is designed to feel responsive without losing the crunchy, retro feel:

  • Tile and object collisions managed in Pygame
  • Smooth directional movement with pixel-snapped rendering
  • Layouts shaped around chokepoints, flanking routes, and escape paths

Built for iteration & expansion

Under the hood, systems are modular so the game can grow:

  • Separate modules for rendering, input, VI, and UI
  • Data-driven definitions for items and enemies for easier tuning(Allows )
  • Room to add new enemy types, and weapons without rewrites

Outcome

In The Dark serves as a playground for experimenting with lighting, AI, and progression systems inside a tightly scoped pixel-horror world. It blends low-fi visuals with deliberate systems design, making each step into the dark feel risky, intentional, and just a little bit cursed. The project is ongoing, I decided that Voxcorda was more important at this time.