Hey guys, welcome to another devlog for Consternation II! Alright, so if you're reading this, you most likely came from GameJolt or Itch.io and are wondering how the development is going or wondering why the game is so short right now. Well, I'm here to address that!
So the build that's currently up is the demo for Consternation II. Right now, you only have access to that because the other levels that I've implemented are not nearly ready to be released yet. I still have a lot of work to do with the AI of the enemies and level design. My goal is to make the player feel like they're just barely escaping by the skin of their teeth. The way of making this happen is by good level design. Now, level design can be a difficult process just because it requires so much playtesting in order to make things feel balanced. Like the issue I'm having right now, is the placement of crawlspaces. I want them to give you a quick place to escape to, but still make it so the killer can easily get to where you are after you enter it, giving you only a few seconds for a head start on them.
So pretty much, the gameplay in the demo is no where even close to how it will be in the full game. Also, I mentioned this on the game page, but the maze design has been ditched and so has the original gameplay mechanics. No longer are you tasked with finding a key and a locked door, now you'll have to utilize many different items to escape each level.
Anyways, this is pretty much just me rambling so I'll leave a TL;DR: down below. Here, for reading, I'll leave you with a teaser for a new enemy I'm testing :)
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TL;DR: Gameplay is going to be much different than it is in the demo. You'll have to utilize many items to escape. The maze design has also been ditched.