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CASE STUDY · COMFY JAM: AUTUMN 2026

Aki

A cozy autumn game about an old monk preparing offerings at a forest shrine, while a few mischievous spirits change things when you're not looking.

Aki's main menu: the game's title over the shrine's main hall at dusk, with Play, Settings and Quit options
MAIN MENU · Designed by me
Role
Game design · Programming · Map · VFX
Team
3 people
Art
By my teammates
Engine
Godot
Jam
Comfy Jam: Autumn 2026
Theme
Autumn
Limitation
“Things change when you don't look at them”
Platforms
Browser, Windows
Play on itch.io (opens in a new tab)

The brief

Comfy Jam: Autumn asked for a cozy game themed around autumn, with one extra limitation: things change when you don't look at them. We were a team of three; I worked on the game design and the programming.

Sticky-note concept draft titled A monk's life, describing the monk's daily tasks at the shrine
FIG. 01 · First concept draft: a monk's life

The idea

You're an old monk looking after a Japanese shrine in the mountains. You grow and harvest crops, forage the forest for mushrooms and pinecones, fetch sake from the cellar and clean the tombs, all to prepare three offerings for the spirits of the dead.

Each offering needs three things: a crop, something foraged and one special item (the sake, a candle or a talisman). Every finished offering hangs a shide, a paper streamer, on the main torii gate, so progress is shown in the world instead of in a menu. With three shide on the gate, the monk performs the final ritual and the game ends.

A small spirit follows you from the start. After the second offering it disappears and you have to go and find it. The monk's thoughts hint at who it is: “You always bring me where we got married.”

Diagram of the game flow in nine phases, from the game start to the final ritual
FIG. 02 · Game flow: nine phases from first step to final ritual
Board pairing each of the monk's inner thoughts with the moment in the game that triggers it
FIG. 03 · The monk's inner thoughts and what triggers them

The limitation

Instead of one big twist, I built the limitation into every task, so the shrine keeps living while your back is turned.

To keep the stealing from turning into a chore, there's one extra altar we called the “glorified trash can”. You can drop duplicate items there at any time, and every item you offer on it lowers how often spirits steal from you, down to a minimum of once.

Mechanics breakdown board: harvesting, foraging, collecting sake, the collecting system, spirits, cleaning tombs, making offerings and the ritual
FIG. 04 · Mechanics breakdown, with the parts we cut
Three-step board of the gameplay loop: foraging and harvesting, cleaning tombs and collecting sake, finding the spirits and making offerings
FIG. 05 · The loop in three steps, and where 'not looking' comes in

My role

Apart from the art, which my teammates made, I was involved in every step on this page. I designed and implemented the mechanics: harvesting, foraging, carrying and depositing items, the stealing spirits, tomb cleaning, the offerings and the final ritual. I also reworked the map, designed the main menu and made all of the game's VFX and particles.

Scope was part of the job. Early plans had a fermentation step for the sake and forage spots that respawned when you left; we simplified both so the core loop could be finished within the jam.

Top-down draft of the shrine map with hand-drawn sketches of how to rework it
FIG. 06 · Map draft, with sketches for the rework
The final shrine map by day: forest paths, river, fields, the main hall in the centre and the cemetery on the right
FIG. 07 · The final map, by day and by night
In-game screenshot of the path to the shrine with WASD controls sketched on the ground
FIG. 08 · Teaching the controls at the start of the path

VFX & particles

All of the effects in Aki are mine. They're also how the game talks to the player: glows show you where to go, and every pickup gets a bit of feedback.

The monk walking from the torii gate toward the shrine as the light turns to dusk
FIG. 09 · Dusk lighting at the shrine
Altars glowing in the shrine courtyard in front of the main hall
FIG. 10 · Altars light up to show where offerings go
A glowing beacon among the tombs in the cemetery
FIG. 11 · A beacon marks the reward for cleaning the tombs
The monk picking up items around the shrine, with pickup effects and the monk's thoughts appearing
FIG. 12 · Pickup feedback
Small glowing sparks rising around the monk on a forest path
FIG. 13 · Glow and sparks around the monk

What I learned

Contact

Let's make something

Open to game design and development roles, collaborations and game jams. Send me a line about your studio, team or project.

imseogames@gmail.com