Genre: Puzzle

Genre:

Puzzle

Development time: ~9 months

Development time:

4 months

  1. Quarter 2026

March

2025

VoidHue is a top-down puzzle game that fuses classic sokoban puzzles with colorful light-based mechanics. Color objects, mix light, and match colors to solve colorful puzzles. Fuse the base colors Red, Blue and Yellow to create mixed colors like Purple, Orange and Green and activate light-reactive puzzle elements. But beware, mixing all three colors results in an unpleasant Static.

VoidHue is a top-down puzzle game that fuses classic sokoban puzzles with colorful light-based mechanics. Color objects, mix light, and match colors to solve colorful puzzles. Fuse the base colors Red, Blue and Yellow to create mixed colors like Purple, Orange and Green and activate light-reactive puzzle elements. But beware, mixing all three colors results in an unpleasant Static.

VoidHue is a top-down puzzle game that fuses classic sokoban puzzles with colorful light-based mechanics. Color objects, mix light, and match colors to solve colorful puzzles. Fuse the base colors Red, Blue and Yellow to create mixed colors like Purple, Orange and Green and activate light-reactive puzzle elements. But beware, mixing all three colors results in an unpleasant Static.

Coloring objects is easy, just push them into the light. Keep in mind, once you color an object, it cannot easily get rid of their color. Certain mechanisms only activate when a specific color is present. Deciding when and where to color something can be the key to solving a puzzle.

Coloring objects is easy, just push them into the light. Keep in mind, once you color an object, it cannot easily get rid of their color. Certain mechanisms only activate when a specific color is present. Deciding when and where to color something can be the key to solving a puzzle.

Coloring objects is easy, just push them into the light. Keep in mind, once you color an object, it cannot easily get rid of their color. Certain mechanisms only activate when a specific color is present. Deciding when and where to color something can be the key to solving a puzzle.

VoidHue contains: 

  • A colorful twist of a classic puzzle genre 

  • 100+ levels with an ever-growing set of mechanics. 

  • Meta Puzzles for thinking outside-the-bulb

  • Colorblind accessibility and a built-in hint system

VoidHue contains: 

  • A colorful twist of a classic puzzle genre 

  • 100+ levels with an ever-growing set of mechanics. 

  • Meta Puzzles for thinking outside-the-bulb

  • Colorblind accessibility and a built-in hint system

VoidHue contains: 

  • A colorful twist of a classic puzzle genre 

  • 100+ levels with an ever-growing set of mechanics. 

  • Meta Puzzles for thinking outside-the-bulb

  • Colorblind accessibility and a built-in hint system

Gallery

Gallery

Gallery

Highlights

Highlights

  • Color and light-mixing puzzle mechanics with bulbs, glass, smoke and gates.

  • Color and light-mixing puzzle mechanics

    with bulbs, glass, smoke and gates.

  • Color and light-mixing puzzle mechanics

    with bulbs, glass, smoke and gates.

  • Complex colox mixing system.

  • Complex colox mixing system.

  • Monochromatic artstyle.

  • Monochromatic artstyle.

  • Monochromatic artstyle.

  • Players learn mechanics through experimentation, not through tutorials.

  • Players learn mechanics through experimentation,

    not through tutorials.

  • Players learn mechanics through experimentation,

    not through tutorials.

  • Deep and interconnected light-reactive mechanisms like circuits, capacitors, laser-towers and mirrors.

  • Deep and interconnected light-reactive mechanisms like

    circuits, capacitors, laser-towers and mirrors.

  • Deep and interconnected light-reactive mechanisms

    like circuits, capacitors, laser-towers and mirror

  • Rewind systems that can handle multiple objects simultaneously.

  • Rewind systems that can handle

    multiple objects simultaneously.

  • Rewind systems that can handle

    multiple objects simultaneously.

  • Built-in hint system.

  • Built-in hint system.

  • 100+ levels with meta-puzzles.

  • 100+ levels with meta-puzzles.

  • Editor tools that allow quick and easy level building.

  • Editor tools that allow

    quick and easy level building.

  • Editor tools that allow quick

    and easy level building.

Development Journey

Development Journey

My roles throughout developement: Gameplay Developer, Level Designer, Artist, Publisher

The Idea

The Idea

The idea for VoidHue started while coming up for ideas for a 1-BIT Game Jam back in November 2025. The core ruleset was to create a game with a monochromatic black-and-white artstyle. While writing down multiple ideas, one idea couldn't leave my mind: A 2D puzzle platformer where the player lives in a monochromatic world and would need to interact with Red, Blue and Yellow portals to swap places. The player could color themself and portals around them to re-link them and solve various puzzles. Even though the concept was against the black-and-white ruleset of the game jam, the core gameplay loop was so intriguing to me that I wanted to develop a prototype.


While fleshing the initial concept further out, I needed something that makes the game stand out against games like the brilliant Hue from Fiddlesticks Games and Wandersong from Greg Lobanov. What helped me was putting the game concept literally into a new perspective. Changing the perspective from a 2D puzzle platformer to a top-down Sokoban instantly helped me narrow down and distinguishing the game mechanics. I came up with a tile-based light system, where colorful light sources spread light one tile around them. Walking or pushing objects into them would change your own color to the corresponding color of the light source. The idea of portals that swap you around based on their color iterated into energy gates. These would only let you and other objects through if your own color matches with the color of the gate. This idea alone elevated the puzzle possibilites tremendiously.


While building the first puzzles of the prototype one problem arose: What would happen if different colors of light would intersect with each other? The first iteration was that the current color would simply be overwritten with the newer one. Even though this could be a valid game mechanic, I wanted to do something more interesting. Allowing colors to mix with each other to create Purple, Green, Orange would add another whole layer to the game mechanic. The player now needed to think when and where they would walk into a color as they would mix and create a new color. This mechanics allows to design more complex level designs, where players need to juggle different colors without mixing them accidentally.


As a last touch, I came up with the idea of turning Static, mixing all colors at the same time. This would create a death zone where the player automatically vanishes into nothingness and need to rewind. This kind of obstacle acts as a punishment for the player for mixing colors without thinking ahead and would later turn into a whole mechanic where players need to purposely turn other objects into Static to erase them out of existence. This created a nice dynamic where players are required to mix colors and constantly need to think ahead to avoid turning into Static.

The idea for VoidHue started while coming up for ideas for a 1-BIT Game Jam back in November 2025. The core ruleset was to create a game with a monochromatic black-and-white artstyle. While writing down multiple ideas, one idea couldn't leave my mind: A 2D puzzle platformer where the player lives in a monochromatic world and would need to interact with Red, Blue and Yellow portals to swap places. The player could color themself and portals around them to re-link them and solve various puzzles. Even though the concept was against the black-and-white ruleset of the game jam, the core gameplay loop was so intriguing to me that I wanted to develop a prototype.


While fleshing the initial concept further out, I needed something that makes the game stand out against games like the brilliant Hue from Fiddlesticks Games and Wandersong from Greg Lobanov. What helped me was putting the game concept literally into a new perspective. Changing the perspective from a 2D puzzle platformer to a top-down Sokoban instantly helped me narrow down and distinguishing the game mechanics. I came up with a tile-based light system, where colorful light sources spread light one tile around them. Walking or pushing objects into them would change your own color to the corresponding color of the light source. The idea of portals that swap you around based on their color iterated into energy gates. These would only let you and other objects through if your own color matches with the color of the gate. This idea alone elevated the puzzle possibilites tremendiously.


While building the first puzzles of the prototype one problem arose: What would happen if different colors of light would intersect with each other? The first iteration was that the current color would simply be overwritten with the newer one. Even though this could be a valid game mechanic, I wanted to do something more interesting. Allowing colors to mix with each other to create Purple, Green, Orange would add another whole layer to the game mechanic. The player now needed to think when and where they would walk into a color as they would mix and create a new color. This mechanics allows to design more complex level designs, where players need to juggle different colors without mixing them accidentally.


As a last touch, I came up with the idea of turning Static, mixing all colors at the same time. This would create a death zone where the player automatically vanishes into nothingness and need to rewind. This kind of obstacle acts as a punishment for the player for mixing colors without thinking ahead and would later turn into a whole mechanic where players need to purposely turn other objects into Static to erase them out of existence. This created a nice dynamic where players are required to mix colors and constantly need to think ahead to avoid turning into Static.

The idea for VoidHue started while coming up for ideas for a 1-BIT Game Jam back in November 2025. The core ruleset was to create a game with a monochromatic black-and-white artstyle. While writing down multiple ideas, one idea couldn't leave my mind: A 2D puzzle platformer where the player lives in a monochromatic world and would need to interact with Red, Blue and Yellow portals to swap places. The player could color themself and portals around them to re-link them and solve various puzzles. Even though the concept was against the black-and-white ruleset of the game jam, the core gameplay loop was so intriguing to me that I wanted to develop a prototype.


While fleshing the initial concept further out, I needed something that makes the game stand out against games like the brilliant Hue from Fiddlesticks Games and Wandersong from Greg Lobanov. What helped me was putting the game concept literally into a new perspective. Changing the perspective from a 2D puzzle platformer to a top-down Sokoban instantly helped me narrow down and distinguishing the game mechanics. I came up with a tile-based light system, where colorful light sources spread light one tile around them. Walking or pushing objects into them would change your own color to the corresponding color of the light source. The idea of portals that swap you around based on their color iterated into energy gates. These would only let you and other objects through if your own color matches with the color of the gate. This idea alone elevated the puzzle possibilites tremendiously.


While building the first puzzles of the prototype one problem arose: What would happen if different colors of light would intersect with each other? The first iteration was that the current color would simply be overwritten with the newer one. Even though this could be a valid game mechanic, I wanted to do something more interesting. Allowing colors to mix with each other to create Purple, Green, Orange would add another whole layer to the game mechanic. The player now needed to think when and where they would walk into a color as they would mix and create a new color. This mechanics allows to design more complex level designs, where players need to juggle different colors without mixing them accidentally.


As a last touch, I came up with the idea of turning Static, mixing all colors at the same time. This would create a death zone where the player automatically vanishes into nothingness and need to rewind. This kind of obstacle acts as a punishment for the player for mixing colors without thinking ahead and would later turn into a whole mechanic where players need to purposely turn other objects into Static to erase them out of existence. This created a nice dynamic where players are required to mix colors and constantly need to think ahead to avoid turning into Static.

Key Moments

Key Moments

After implementing the whole mixing color system, I needed something that makes use having different colors available. My first idea was a classic button and door system that is present in most modern Sokoban games. The twist here in VoidHue is that the different buttons and boxes that are required to activate them would appear in different colors and could be colored as well. White buttons would activate regardless of the color of the object on top. A colored button however would only activate if the color of the object on top matches with the color of the button. This allows for puzzles where the player needs to color boxes to match with buttons or deliberately color the button in a different color to avoid activating them.


The biggest addition to the game that further deepened the concepts of VoidHue was the introduction of the capacitor, a similar object to the button, that could also activate power doors. The key difference is that the capacitor needs an active light source in their vicinity to turn on. Players need to actively decide if they want to use an light source to color various objects or rather use them to power a capacitor. Capacitors have a required color that the light source needs to match with. It instantly became clear what kind of puzzle game VoidHue would be: Solving puzzles with light-proximity activating mechanisms that would require a (often times already mixed) matching color.


Later developed new mechanics only reinforced this idea further. Glass could refract light, allowing light to travel further along the edges of the glass. Multiple glass blocks could be pushed together to act as a light bridge or could be used to connect two separate light sources into one. On the opposite side, light-blocking smoke was introduced. This smoke prevents light from coming in, keeping objects within safe from being colored from the outside, and also kept light from within from shining out. Allowing the player to experiment with those mechanics really shed light on what makes VoidHue such an interesting puzzle game.

Challenges & Solutions

Challenges & Solutions

The biggest challenge while developing VoidHue was writing the code for the refracting glass and debugging it afterwards. The glass GameObject is split into multiple smaller tiles, building together a large combined glass entity that moves as a whole. If a light source comes in contact with a glass tile, it would send a signal to every neighboring glass tile that a new light source is close and should be refracted along. This process also checks at the same time if a glass tile is in smoke and would therefore stop their refracting process. This ensures that glass tiles that are in the open would not refract light to glass tiles that lie in smoke. Everything works so far in the intended way.


The problem arose when a light source gets pushed away from a glass tile. The glass was suppose to lose their light around their edges and reset into a neutral state until a new light source comes into proximity. Problem is, there were many buggy edge cases were a glass tile would not reset into a neutral state. Some of these were: What would happen if multiple light sources are in proximity to the glass, how to check what light to refract afterwards? What would happen if another glass tile refracts light into the glass and then gets pushed away, how does the glass tile get the information to reset? How can I prevent having an infinite unintented feedback loop of glass tiles refracting each other?


The solution was quite simple. Every GameObject that could receive light would have an interface (IColorable) attached to them. Would a light source enter the proximity of a glass tile, it would be saved to a list where every neighboring light source is marked down in a network of glass tiles. If a light source or a glass tile gets pushed away, every IColorable that was in this network would synchronize to reset at the same time and recalculate their refraction and current color with remaining light sources. The calculation would also include objects like capacitors, that would also lose their color if a light source steps out of range, and sending them a signal to check for light sources as well. This approach ensures a CPU-light calculation and prevents most edge cases.

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