How We Made Eclipse in 48 Hours at Global Game Jam 2026
Sherwin Limosnero
The Countdown Begins
It’s 5:47 PM on a Friday in late January 2026, and our team is crammed into a borrowed conference room at the local university venue, laptops open, energy drinks already cracked. The Global Game Jam theme hasn’t dropped yet, but the anticipation is almost unbearable. We’ve been planning this weekend for months — clearing calendars, pre-loading our tools, arguing over snack choices. When the countdown clock on the big screen finally hits zero and the theme flashes up, the room erupts. We look at each other across the table, grinning like idiots. Here we go.
There were five of us from Kamiyon Studio making the trip: our lead programmer, our artist, our sound designer, a narrative designer pulling double duty as producer, and me, the game director, trying to hold it all together with caffeine and optimism. We’d jammed before as individuals, but this was our first time entering as a studio team. The stakes felt different. The excitement felt different. Everything felt a little more real.
The Theme Lands — and So Does an Idea
The theme for GGJ 2026 was “Shadow.”
For about thirty seconds, nobody said anything. Then everyone started talking at once.
Shadow. It’s deceptively simple — and that’s exactly what makes it dangerous. You can go literal: stealth games, silhouettes, darkness mechanics. You can go metaphorical: inner demons, hidden truths, the shadow self. You can go abstract. You can go anywhere. And when you can go anywhere, it’s very easy to go nowhere.
We gave ourselves twenty minutes to pitch ideas, no judgment. We filled two whiteboards. Stealth platformers, psychological horror, shadow puppetry, a game about eclipses — wait. That one. Our artist said it almost offhandedly: “What if you played as the moon, and your whole job was to create the perfect eclipse?” The room went quiet in a different way this time. The good kind of quiet.
Within an hour, Eclipse had a concept: a puzzle game where you guide the moon along gravitational paths to align perfectly with the sun, casting your shadow across the Earth below. Simple to understand, satisfying to execute, and — crucially — achievable in 48 hours. We locked it in and got to work.
Building the Game, Piece by Piece
The first night was pure creative energy. Our programmer started blocking out the orbital physics while our artist sketched the visual language — we wanted something clean and cosmic, deep blues and warm golds, a sense of quiet wonder rather than chaos. We landed on a minimalist aesthetic early: no UI clutter, no text tutorials, just the moon, the sun, and the pull of gravity.
Sound design came together in parallel. Our sound designer had this idea of using a single sustained tone that shifted in pitch and warmth as you moved closer to alignment — so the game literally sounded like it was coming into focus. When we heard the first prototype of that audio feedback loop, we knew we had something special.
The debates were real, though. We argued for almost two hours about whether to include a timer. Half the team wanted pressure; the other half wanted the game to feel meditative. We eventually compromised: no timer on the main levels, but an optional challenge mode for players who wanted it. It was the right call, and it only cost us two hours and one slightly heated exchange over cold pizza.
The Walls We Hit
Saturday morning arrived with a bug that nearly broke us.
The orbital path system — the core mechanic — was producing wildly inconsistent results depending on frame rate. On some machines, the moon drifted beautifully. On others, it launched itself into the void like it had somewhere better to be. Our programmer spent four hours on it while the rest of us tried to stay productive and not hover anxiously. We failed at the hovering part.
Scope creep also came knocking. We’d designed twelve levels in our heads. By Saturday afternoon, we had three that actually worked. The temptation to cut corners — to ship something half-finished and hope nobody noticed — was real. Instead, we made the harder call: cut the level count to six, and make those six genuinely great. It hurt to let go of some of our favourite ideas, but it was the right decision.
Sleep deprivation hit differently for everyone. Our narrative designer fell asleep at the keyboard around 3 AM and woke up to find she’d typed a full paragraph of the letter ‘f’ into the design doc. We still have it. We’re framing it.
The Final Hours
Sunday morning, with roughly eight hours left on the clock, Eclipse was playable end-to-end for the first time. We gathered around one laptop and watched our artist play through all six levels without any guidance from us. She didn’t say a word. She just played. When she finished the final level — the full eclipse, the screen going dark, the single sustained tone resolving into silence — she looked up and said, “Yeah. That’s it.”
The last hours were a blur of playtesting, polish, and small panics. We caught a collision bug on level four that would have softlocked the game. We tweaked the gravity constants three more times. We argued briefly about the end screen and then agreed on something simple: just the Earth, half in shadow, half in light, and the words “Eclipse complete.”
We submitted with eleven minutes to spare. Then we sat in silence for a moment, and then someone laughed, and then we all did.
We Won — Wait, What?
We genuinely did not expect to win anything.
GGJ venues are full of incredible games made by incredibly talented people, and we’d been so deep in our own work that we hadn’t had much chance to play other entries. When the awards ceremony started, we were mostly just relieved to have shipped something we were proud of.
When they announced the Most Enjoyable Game award and said Eclipse by Kamiyon Studio, there was a beat — maybe two seconds — where none of us processed it. Then our sound designer made a noise that can only be described as a surprised seal, and we were all on our feet.
The disbelief was real. The joy was realer. We’d made something in 48 hours that connected with people, that made them smile, that felt good to play. That’s everything you want from a game jam. That’s everything you want from making games, full stop.
What We Took Away
Every game jam teaches you something, and this one taught us several things at once.
Constraints are a gift. The 48-hour limit forced us to make decisions we’d have agonized over for weeks in a normal production cycle. Scope cuts that would have felt like failures became obvious necessities. The game is better for every idea we didn’t include.
Trust your team. There were moments when I, as director, wanted to override decisions or push for more. The times I listened instead — really listened — produced better outcomes every single time. Our best ideas came from the room, not from any one person.
Playability beats ambition. A game that feels good to play for five minutes will always beat a game with a brilliant concept that doesn’t quite work. Polish the core loop. Everything else is secondary.
Rest is not optional. We know this. We ignored it anyway. We will try harder next time.
What’s Next for Eclipse
Eclipse started as a jam game, but it doesn’t have to stay one.
In the weeks since GGJ 2026, we’ve been talking seriously about what a full version could look like. More levels, naturally — we have a backlog of designs we never got to build. A proper soundtrack, expanding on the audio concept our sound designer prototyped. Accessibility options. Maybe a mobile release, because the core mechanic feels made for touch.
We’re not rushing it. One of the lessons of the jam is that the right constraints produce the right results, and right now the constraint is: only expand Eclipse if we can make it genuinely better, not just bigger. We owe that to the game, and to everyone who played it at the venue and told us it made them feel something.
For now, the jam build is available to play for free. Go find it, give it a few minutes, and let the moon do its thing. We think you’ll like where it ends up.