Explore
Move between the post town, haunted field, and shrine boundary to read the world and find the next objective.
Hackathon prototype / Pixel action RPG
A supernatural Edo-inspired prototype built around exploration, gathering, combat, and ward repair.

Core fantasy
Yusuke is a humble hunter protecting what matters. The design gives ordinary life a visible place—the town, forge, inn, and townsfolk—then builds tension by sending the player into spaces shaped by spirits, fog, and damaged wards.
Playable loop
Each action feeds the next, keeping the prototype understandable while giving the world mechanical consequence.
Move between the post town, haunted field, and shrine boundary to read the world and find the next objective.
Collect cedar, ash, and other materials that connect exploration directly to progression.
Restore damaged wards to rebalance threatened spaces and advance the field objective.
Face spirits and threats while protecting the resources needed to complete each repair.
World structure
Three readable spaces support the emotional and mechanical arc: safety, exposure, and restoration.
A lived-in hub built around townsfolk, the inn, the forge, and the rhythms of ordinary life.
A supernatural play space where fog, spirits, gathering, and combat pressure the player.
A visual and mechanical boundary between people and spirits—and the place where repair carries meaning.
Design artifact
The board aligns core fantasy, world zones, key spaces, character actions, NPC roles, gameplay systems, HUD, and visual direction in one frame.
Open full-resolution board ↗Gameplay reel
The short captures Bell Before Dusk in its intended portrait format. Watch the reel here, then open the playable web prototype.
Play demo ↗Play the prototype
The web prototype is designed for portrait orientation. Open it on a phone or narrow browser window, or watch the short gameplay reel first.
Send the project scope, collaboration idea, or prototype brief and I'll get back to you.