Posted November 04, 2025 by Leo
#devlog
The game has been out for more than a month and it has been amazing. I received a lot of feedback, it has been played by hundreds of people and I was able to do many playtestings sessions by presenting it at Talk & Play 52 in Berlin.
Nightcrawler at Talk & Play in Berlin.
Getting an early version of a game out is great, because now I have seen a lot people playing it and I have a better understanding of what works and what I can improve.
During playtesting, I noticed there were roughly two kinds of people:
Type 1 got frustrated with the game, after a while they just gave up or ragequit after yet another death. They said it was fun, but not for them.
Type 2 got addicted, you could clearly see it triggering something in their brain that was like “challenge accepted, I need to win this” and they played it until the end.
I think this is a good signal that I’m going in a good direction, seeing people having fun with the game it’s definitely important at this stage of development, but doesn’t mean we can’t improve it!
As of right now, we have one audience that likes it and one that stops playing it. That’s fine, making a game that everyone would enjoy is borderline impossible, but I think we have some room for improvement here that could make quite a few Type 1 players enjoy the game too.
What I made is a fun and punishing 2D stealth game, but I think with a couple of changes I can achieve the following:
How to do this? With three changes I’m currently testing
I want to switch the main goal of the game from “Kill Everyone” to “Kill this specific target”. This has some important implications:
A new Objective enemy in the new tutorial.
Since you don’t have to kill everyone, it makes sense that you can just knock-out enemies. Knocked out enemies are incapacitated indefinitely, but can be woken up by other enemies if they see them.
Knocking out an enemy.
So the attack interaction would move from 1 button to kill the enemy to 1 button to KO the enemy. If you want to kill them, you have to press again, this means that killing the enemy takes more time and the advantage is that they cannot be woken up.
The new bloody way to kill enemies.
Early playtesters reported that this kill feels very satisfying to play!
Now with these changes in place, the levels can be played in different styles:
This means that if you are Type 2 player described before, you can have the same punishing gameplay just by going for the “Assassin” playstyle.
This opens up to some different potential approaches though, as “Ghost” could be added on top of other playstyles too and not be a standalone playstyle. For example:
Approach 1: Normal | Assassin | Pacifist | Ghost
or
Approach 2: Normal | Ghost Normal | Assassin | Ghost Assassin | Pacifist | Ghost pacifist
I’m still not sure what would be the best approach, I had an interesting conversation about this on Reddit with some insights.
If you have ideas feel free to comment here on Itch with your thoughts!
This changes will have a big impact on the gameplay:
I think last point is particularly interesting, because right now the game is unavoidably punishing and while this is fun, it can also lead to frustration and to some players quitting.
I want to avoid people closing the game out of frustration if possible, that’s not a good sign. With these changes they can do something else instead and are not being completely blocked from progressing.
So for version 0.2 “Core gameplay update” I want to do these changes:
I already have most of these changes done and I started so early playtests with friends, hopefully I’ll manage to release an update soon!
I’m also experimenting with a new secret thing that feels super cool, but I’ll leave it for the next devlog as it deserve it’s own post. It should be also included in the next update! 👀
Leo