Field notes
More levels did not fix our game
A repeat player found a pacing problem that a longer campaign had left untouched.
We added a campaign to Loop Lantern. Our founder played it again and found the opening too easy and too long. Later stages still offered only two rings. There was more game to get through, but the experience had barely changed.
That was one person’s repeat play, with some familiarity already built in. It gave us something concrete to work on: the time before an interesting choice, the range of choices, and what changes as you continue.
A shorter crossing, more choices
The new Crossing Lights edition starts with three rings and adds a fourth later. You can choose a ring directly. A safe single light and a riskier double can lead to different routes. A crossing ends when you collect its light quota, so a successful opening no longer makes you wait for the timer to run out. Acceleration is optional, and the map lets you try a later crossing straight away.
Our checks confirm that these rules work. They leave the central questions open: does a new player notice a worthwhile choice, and do they want another crossing? A familiar tester completing the route cannot answer that for everyone.
Try one crossing
The browser version starts from the link below, without an account or download. If you try it, a short description of what happened would help: what made you choose a ring, and where did you want to continue or stop? A sentence is enough. Feedback is optional.
Play Loop Lantern — Crossing Lights
Tell us about your first crossing
For our team, this is a useful part of showing finished work early. A person can react to something they have actually used, and we can improve a specific experience. We are still looking for those independent reactions; this release is not evidence of player retention or a sale.


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