Devlog 2
Author: ApeHardware,
published 8 months ago,
[u]Obvious spoiler warning for the gameplay![/u]
[b]Personal space please[/b]
So for the last devlog we had a bunch of separate levels, each set messing with a separate mechanic. Now the logical route would be mixing them for this chapter.
Does this look like a logical game to you?
For “chapter 3” I wanted to change up the gameplay since repetition can turn the scariest scenarios into a boring chore, so I decided to borrow yet another page from Fatal Frame. Specifically, the section in Crimson Butterfly in which you lose your combat mechanic and have to run away from an unbeatable chaser enemy.
[img]https://clan.cloudflare.steamstatic.com/images//44709543/f27a6202ab5ca7adf6f888d7268bed7ad09b2b90.png[/img]
There’s a catch, though: the normal enemies can still be encountered. How do you beat them? You have the chaser hit them for you.
[img]https://clan.cloudflare.steamstatic.com/images//44709543/8461a76e233dfc004cdca21cf5d2c6bb4972f4ee.png[/img]
Yes, it’s 6 Feet Behind 2.
Also, if you turn back after being told that you can’t turn back, pick up an odd key and brace a section with the chaser and bullet hell hazards again, you can pick up and old friend.
[img]https://clan.cloudflare.steamstatic.com/images//44709543/da3994b834f88b3c65155d0126aa950fa8dbff92.png[/img]
[b]A quiet place… OH GOD THEY’RE HERE[/b]
This section ended up being somewhat short so I added a more chilled-out walking sim level afterwards (chapter 3.5?), although you can still encounter random battles there… and maybe something else.
[img]https://clan.cloudflare.steamstatic.com/images//44709543/b181aef3e9489b8db8fddec252aea23e364e55c6.png[/img]
[b]Misc. changes[/b]
[list]
[*] Removed the mental notes mechanic as it ended up being useless.
[*] Added a new difficulty which disables the random fights, but retains the scripted ones and the boss encounters.
[/list]
Now only the final “chapter” is left, and its main gimmick is already up and running at the time of writing this.