Using Desserts to Solve Puzzles | Redefining the Core Loop of CANDY HOUSE in the DARK FOREST
Hi there! I’m CHAyE👋
I’m an indie game developer working on a dark fairy tale RPG called CANDY HOUSE in the DARK FOREST. This is my first time writing on Medium, so I wanted to share some insights about the game’s core loop and my journey in developing it. Let’s dive in! 👀✨
“Your game looks boring and lacks originality.”
That’s what many people said after I launched the Steam page for CANDY HOUSE in the DARK FOREST.
At the time, I was stuck in a creative rut and feeling particularly anxious about the game, so hearing this feedback was a heavy blow. But hey, knowing what’s wrong and working to improve it is still progress, right? 💪
This prompted me to start reading a ton of articles about game design, which is how I discovered the concept of a core loop and realized just how important it is.
(P.S. If you’re not familiar with the term, check out the awesome article below. I won’t dive into the technical details here since I’m not exactly a professional game designer myself — I’ll just share my journey instead!)
When people ask me, “What kind of game is this?”, I usually say: CANDY HOUSE in the DARK FOREST is a dark fairy tale, suspenseful exploration-puzzle RPG.
While the title of this article might have already spoiled the direction I ended up taking (using desserts to solve puzzles), it wasn’t something I thought of right away. Initially, I just wanted to avoid making the game too boring, so my first instinct was to add more systems.
Since CANDY HOUSE in the DARK FOREST is inspired by the Grimm Brothers’ Hansel and Gretel, I borrowed some key story elements: getting lost → hunger → finding the candy house → eating the candy house.
From this, I came up with the idea of a Hunger System, where players need to eat desserts from the candy house to stave off hunger and gather strength to explore further.
The Hunger System Core Loop
Hunger → Find Food → Eat to Restore Strength → Explore → Hunger
And just like that, a simple core loop was born. (Though at the time, I had no idea that’s what a core loop was.)
But even with the Hunger System, I quickly realized it still wasn’t enough to make the game truly fun or memorable. So, I started analyzing what made CANDY HOUSE in the DARK FOREST unique.
Breaking Down the Game’s Premise
Here’s how the game was originally described:
One fateful day, abandoned siblings Hansel and Gretel stumbled upon a sweet, sugary aroma that led them to a house made entirely of candy. Despite the whimsical and joyful appearance of the candy house, an unsettling, eerie vibe lingered in the air. Inside, they encounter lifeless porcelain dolls, mischievous yet violent teddy bears, enigmatic gingerbread twins, and the mysterious witch who hides many dark secrets. Will they uncover the truth hidden beneath the sugary facade?
The Theme
Looking back, the keywords that stood out were: dark fairy tale, suspense, witch, candy house.
While the contrast between dark and cute is a fun aesthetic, let’s be real — it’s been done a million times before. But since this theme has a lot of universal appeal (and I’m personally a fan), I decided not to stray too far from it.
The Gameplay
Puzzle-solving, exploration, and story-driven content.
For example: the player enters a room, finds a locked door or chest, and has to locate a key to unlock it and progress the story.
It suddenly hit me — my game was essentially just a “find the key to open the door” kind of puzzle game. 🤯🤯🤯
The bigger issue? Most of the puzzles weren’t really connected to the game’s story or theme. They could have been plopped into any other game and wouldn’t have made a difference.
Once I realized this, I started brainstorming ways to make my puzzles stand out.
From Generic Puzzles to “Using Desserts” to Solve Puzzles
To make the Hunger System more interesting, I wondered if there could be other ways to obtain food besides eating the candy house. That’s when it hit me: what if the players made the food themselves?
Enter the Cooking System.
Since the game takes place in a candy house, it felt natural for the focus to be on desserts — cakes, cookies, pastries, you name it! 🍰🧁🍩🍭✨
(As a self-proclaimed dessert lover who used to chug full-sugar bubble tea in my youth — I couldn’t resist putting all sorts of delicious, cute sweets into the game. 🤤)
Hunger + Dessert Crafting Core Loop
Hunger → Unlock/Research Recipes → Collect Ingredients → Craft Desserts → Eat to Restore Strength → Fill Dessert Encyclopedia → Hunger
The Dessert Encyclopedia added an extra layer of fun, and I started feeling more confident about the game’s potential.
But something still felt off. Even though I had expanded the core loop, the puzzles and dessert crafting systems were completely separate. They didn’t interact or connect like two strangers awkwardly sharing a room with no common language.
The Breakthrough: Using Desserts to Solve Puzzles
That’s when I had another big idea: what if crafting desserts wasn’t just about filling your stomach, but also the key to solving puzzles?
And so, the main core loop was born:
The Final Core Loop
Hunger → Unlock/Research Recipes → Collect Ingredients → Craft Desserts → Solve Puzzles with Desserts → Progress the Story → Hunger
Now, puzzles aren’t just about finding keys to unlock doors. Instead, you’ll need to use magic desserts with unique abilities — some might act as weapons, enhance intelligence, alter your form, or attract mysterious creatures.
Imagine using desserts to lure animals to help you trigger a mechanism or crafting a special pastry to bypass a deadly trap.🤩
Potion Brewing: Expanding Dessert Crafting
Of course, what’s a candy house without a witch? And what’s a witch without her potions?
So, I added a Potion Brewing System! 🧪✨
Potions serve as buffs for desserts, adding extra effects or enhancing their abilities. They can’t be used on their own, but when paired with the right dessert, they can make a big difference.
The potion brewing system is still under development. Once it’s more refined, I’ll share more details with everyone. 😉✨
Final Thoughts
This overhaul has given me so much more confidence in Candy House! 🤍
I don’t know if players who tried earlier versions will like these new changes, but personally, I’m having so much more fun creating and imagining the possibilities. I can’t wait to release a demo and hear your thoughts!
If you’ve got any wild ideas for dessert abilities, let me know in the comments — I’d love to hear them! 🤩
Oh, and if this sounds like your kind of game, don’t forget to add CANDY HOUSE in the DARK FOREST to your wishlist! It’s a small action that makes a huge difference to an indie dev like me. 🥹
Until next time! 👋