Lab Notes (devlog) – Luna #1

Lab Notes—Charmlab’s devlog series of experiments, lessons, and reflections.

Welcome to my first devlog for Luna, a 2D platformer that I've been developing for over three years. I’m thrilled to finally share it with other designers and players alike.

White Luna logo over a dark forest scene with mossy trees and scattered leaves on the ground.

Logo for Luna, set against a misty, moss-covered forest backdrop.

Story

Luna is a Moonpetal mushroom, a gentle forest-keeper who dwells in Mirelight Forest among the Petalfolk. She spends her days tending blooms and brewing luminous teas that bring comfort and balance to her woodland kin.

As a Moonpetal, Luna shares a special bond with the Moonflowers. These beloved blooms release nourishing Moonwisps that encourage the growth of Lunaria: spirit-flowers that return light to the forest and uplift the Petalfolk.

Together, Moonflower and Lunaria act as keystone species, weaving radiant life into the forest. With the Moonpetals' care, the Mirelight has flourished in harmony for countless generations.

But there's a catch: Moonflower tea is as irresistible as it is restorative. A single cup can sustain a Petalfolk for days, and some whisper it's the secret behind their intricate networks and dwellings.

A small mushroom character named Luna, holding a teapot and glowing flower, shares tea with a reddish squirrel-like forest creature on a mossy stone in a mystical forest setting.

Luna offering tea to a forest creature in a quiet meadow.

As Moonflowers grow scarce, the Petalfolk choose to migrate in search of richer soil. Luna trails behind, nearly too late, until she stumbles into a forgotten meadow, quiet yet rich with the promise of restorative balance.

Luna is a hand-drawn, non-violent 2D platformer where rest and renewal become expressions of compassion. Accompanied by her butterfly companion, Luna tends flowers and brews luminous teas, using her growing insight to restore harmony before the enchanted forest drifts into inertia.

Process

Luna has grown through many iterations. As my first game, it's been a space to experiment, make mistakes, and discover not just what kind of designer I am, but also the heart of Charmlab as a studio.

At first, even defining a clear gameplay loop was a huge challenge. It wasn't until May 2025 that the pieces finally began to click. Out of that work, Luna grew around two central systems: tending flowers and brewing tea.

  • Tending flowers: Luna releases spores to grow flowers, then lights them with Moonwisps. Once aglow, the flowers scatter restorative pollen whenever she brushes past them.

  • Brewing tea: Using her magical teapot, Luna blends flowers and light into soothing infusions. Each brew restores, but consumes the flowers' pollen, asking players to weigh quick relief against sustained care.

By summer 2025, I realized my mechanics were echoing the very thing my narrative was meant to resist. Luna consumed resources without giving back, a contradiction for a game about resisting extraction. My most recent mechanic addresses this gap:

Luna resting on radiant soil, returning nutrients to the forest as a flower blooms.

Throughout the forest, players find patches of radiant soil. When Luna lies down to rest on them, she returns nutrients to the earth, and a flower blooms in return. Each restful moment carries a small surprise, as the player never knows which flower will appear.

What’s Next?

Although I'd like to add more ways for players to contribute to the forest, it's time to focus on stitching everything together and playtesting. My goal is to complete the alpha by the end of 2025 and release the game in summer 2026.

Thanks for reading! If you’d like to follow along, keep an eye on the next Lab Notes entry. I’ll be sharing more updates as playtesting begins and the alpha takes shape, so stay tuned for what’s next.