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Long Day, Tiny Vampire
Anika Jha · 2026-06-18 · via DEV Community

This is a submission for the June Solstice Game Jam

One day. One coffin. One very tired vampire.

homepage

Link for gameplay

(long-day-tiny-vampire)

What I Built

The longest day of the year.
The worst day to be a vampire.

🦇☀️⚰️

Long Day, Tiny Vampire is a browser game about a tiny vampire whose coffin gets accidentally shipped away during a series of June celebrations.

Now he's stuck outside on the June Solstice, desperately trying to get home before sunset.

Along the way, you'll:

🍣 Hide beneath giant sushi trays on International Sushi Day

🩴 Launch yourself across beaches during National Flip-Flop Day

🌈 Cross rainbow pathways created by music at a Pride Parade

🔐 Solve cryptic puzzles in an Alan Turing-inspired garden

☀️ Survive the Longest Afternoon, where shadows almost disappear

The goal? Get home. Try not to become ash.

Video Demo

Code

Built as a browser game so anyone can play instantly.
Check out the GitHub Repository

How I Built It

I wanted every level to feel like a completely different celebration rather than repeating the same platforming mechanics over and over.

Instead of designing five levels with the same gameplay, I built five different puzzle experiences connected by a single survival mechanic: sunlight.

The central system is the Dynamic Shadow System.

As the day progresses, the position of the sun changes, and shadows become smaller and smaller. Safe zones literally shrink as the player moves closer to the harshest part of the day. By the time players reach The Longest Afternoon, finding shade becomes a puzzle of its own.

Each celebration introduces a different style of interaction:

  • Sushi Day focuses on timing and moving shadows.
  • Flip-Flop Day uses physics-based traversal.
  • Pride Parade introduces chromesthesia-inspired puzzles where music paints the world with colour.
  • Turing's Garden focuses on pattern recognition and codebreaking.
  • The Longest Afternoon becomes a resource management challenge where every patch of shade matters.

To reinforce the feeling of a journey, I added several narrative systems:

  • Postcards left behind by the missing coffin.
  • Time-based dialogue from Nox and the Sun.
  • Solstice Memories hidden throughout the world.
  • Optional secret routes and alternate paths.

One of the biggest design goals was making the player feel the passage of time.

The game begins at sunrise.

The game ends at sunset.

Everything in between is a race against the longest day of the year.

Prize Category

Best Ode to Alan Turing

One of the game's major locations is Turing's Garden, a puzzle-filled maze inspired by Alan Turing's work in logic, cryptography, problem solving and Butterflies.

Players solve pattern-based challenges, decode encrypted notes, and uncover a hidden ending that celebrates curiosity, imagination, and the importance of being yourself.

Rather than treating Turing as a historical footnote, I wanted his influence to feel woven into the experience itself.

A hidden Alan Turing ending for players who collect every encrypted note!!

Best Google AI Usage

Google AI was used throughout the ideation and design process to explore gameplay concepts, refine puzzle ideas, shape narrative elements, and iterate on level design.

The game evolved from a simple "vampire versus sunlight" concept into a journey through June celebrations, blending storytelling, puzzle mechanics, and emotional progression into a cohesive experience.