🌱 Inspiration

We grew up loving the charm of old‑gen Pokémon games—the sense of discovery, the simple but effective day/night mechanics, and the joy of collecting creatures. We wanted to reimagine that feeling in a modern hackathon setting, using Rosebud AI to help us quickly prototype visuals and environments.


✨ What it does

Lumin Valley: Keepers of Dawn is a pocket‑monster style adventure where the world changes between day and night.

  • Daytime: calmer creatures, easier exploration, and quest progression.
  • Nighttime: rare bioluminescent species appear, but encounters are more challenging.
  • A codex, capture mini‑game, and twilight boss trials keep the loop engaging without overcomplicating it.

🛠️ How we built it

  • Implemented a simple in‑game clock to drive lighting, audio, and spawn tables.
  • Designed day vs. night behavior profiles for creatures.
  • Used Rosebud AI to generate atmospheric scenes and thumbnail art.
  • Layered in ambient audio and particle effects to reinforce immersion.

⚡ Challenges we ran into

  • Balancing the time scale so transitions felt meaningful but not too fast.
  • Making creature AI distinct between day and night without bloating scope.
  • Keeping a consistent art direction while blending AI‑generated assets.

🏆 Accomplishments that we're proud of

  • Delivering a playable vertical slice with a working day/night cycle.
  • Creating a thumbnail and branding kit that clearly communicates the dual‑world concept.
  • Designing memorable creatures like the Glowmoth with its light‑trail mechanic.

📚 What we learned

  • Visual contrast (day vs. night) is a powerful way to shape player emotion.
  • Scope control is key—focusing on one biome and a few creatures made the demo polished.
  • Rosebud AI can accelerate not just asset creation, but also ideation and storytelling.

🚀 What’s next for Lumin Valley: Keepers of Dawn

  • Expanding to more biomes with unique day/night dynamics.
  • Adding weather systems that affect spawns and strategies.
  • Deepening the bond system so creatures develop personalities and teamwork bonuses.
  • Building a photo mode to capture bioluminescent trails.
  • Preparing a public demo build and short trailer to share beyond the hackathon.

Built With

  • audacity-(sound-editing)
  • branding
  • c#
  • canva
  • figma
  • firebase-(for-saves/leaderboards)
  • github
  • overlays)
  • photoshop
  • rosebud-ai
  • unity
  • webgl-(for-demo-export)
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