BEFORE I FADE

BEFORE I FADE

BEFORE I FADE

#game dev #visual design
Trophy Best Storytelling - Codédex 2025 winter game jam

Before I Fade is a 2D murder mystery visual novel where you play as a ghost, waking up exactly 1 month after your death.

Originally developed during a game jam, this project evolved into a polished experience through numerous iterations.

Role
Designer
Developer
Duration
DEC 2025 - MAY 2026
Tools
Godot
Aseprite
Clip Studio Paint

PROCESS BREAKDOWN

PROCESS BREAKDOWN

PROCESS BREAKDOWN

Idea

This game started with the theme “changing of time.” I wanted to create a visual novel where time wasn't just a gameplay mechanic but also affected the storyline. I was also very drawn to horror-style games and wanted to incorporate elements of that as well.

While brainstorming, I thought of an idea: What if instead of trying to survive a horror story, the player is already dead and is trying to find out the reasons behind their death?

This became the starting point for Before I Fade, with the player character being given opportunities to traverse the past and present to search for clues as to why they died.

Visual style

Background

When playing the game, I wanted players to feel immersed in a dream-like state while still making the past and present visually distinct.
I was able to achieve this using Godot/'s modulate property. I first created the base environment with vibrant and cheerful colors, then used modulate to shift the colors into a more gloomy blue-greenish state when playing as the ghost in the present.

Bedroom in the past
Ghost bedroom in the present
Bathroom in the past
Ghost bathroom in the present

Characters

This game has 2 character choices, with each one affecting how the story will play out.

I wanted the characters to still feel expressive despite the pixel art style, so I focused on detailed close-ups, colors, and animations to showcase their personalities and roles in the story.

Boy character line art
Ghost
Colored boy character sheet
Ghost bathroom in the present
Bedroom in the past
Ghost
Bathroom in the past
Ghost bathroom in the present

UI

I kept the in game UI simple so as not to take away from game immersion. During puzzles, a small panel displays hearts and a timer in the top left corner. I also designed a pause menu where players can turn the music and sound effects on or off, view the controls, and restart the game.

Bedroom in the past
Ghost
Bathroom in the past

Development

The game’s flow is very simple, you first choose a gameplay mode and a character, beat a puzzle in each of the 6 house rooms to obtain a diary page and continue beating puzzles until you reach the end!

Bedroom in the past

Building the time mechanic:

I wanted players to go back and forth between past and present to solve puzzles. Players could then use information in the past and bring it to the present to piece together information. Objects and characters can have different appearances and positions in the past and present. I used Godot's Timer node to create a countdown while also playing music that speeds up as the timer approaches zero.

Bedroom in the past

Challenges

One of the main problems I ran into was using AnimationPlayers for dialogue. Since there were 2 characters, each dialogue animation would need to be duplicated and customized for each character. This was also inefficient for the player since they had to wait for the full text animation to finish before moving on.

After some research, I came across a seek() method for Godot's AnimationPlayers. I used this to create a function that would move to the next keyframe when the player pressed Space, effectively skipping the animation and allowing the player to read at their own pace.

Bedroom in the past

Iterations

After an initial prototype was made, Before I fade was put into 4 rounds of iterative QA testing.

The feedback helped me find issues I didn't notice during development, especially around controls, player freedom, pacing, and how much information the game gave the player.

Controls:

One of the biggest things many people expressed was the need for more familiar controls such as WASD keys and wanting to use other keys to interact with objects than just point and click.
Bedroom in the past


Navigation issues:

Some playtesters felt confused as to what to do even with in-game text instructions.

Instead of adding even more text, I added directional arrow animations to make navigation easier to understand while still allowing players to explore the rooms themselves.

Bedroom in the past


Reusable systems:

As the game grew, manually updating every scene became difficult. I created global code systems, reusable linked scenes, and scene counters to make it easier to manage shared elements like the pause menu and track story progression

New Features
40+
Bug Fixes
70+
Plays
700+

CONCLUSION

CONCLUSION

CONCLUSION

Although Before I Fade started as a simple game jam project, it quickly became the biggest and most complex project I've ever worked on. One of my biggest takeaways was seeing how much player feedback can change a game.

I'm really proud of how far Before I Fade has grown and how much support I received from the community!

CONTACT ME

CONTACT ME

CONTACT ME

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