Game Devlopment Post-Mortem video on YT.



Here are the parts of the script that I did not add into the video or rather trimmed it down, since a lot of these are nerdy ramblings.

>>>Enemies

I assume a first playthrough could be beaten within 3 hours, but somebody skilled with it's mechanics can finish it in 15 minutes... at least that's my fastest time. Either way, let's talk about the first enemy type. The Jawblyns.

1.) Roaming Jawblyns - If you've survived 1 round, they can spawn. They move as fast as the player's walking speed and walk towards the players for 5 steps, then pause for a second, and repeat. If you've survived 50 rounds or unlocked the true ending, the pause between their every 5 steps will no longer exist and they just walk towards the player at the same speed of their walking speed. They attack upon collision.

2.) The Boom Boom Jawbyn - If you have unlocked "Scene 5", a 2 minute and 30 second timer will start ticking down when you start a new round. To reset the timer, you must find them in the house, and spend a coin to reset their timer. When you unlock "Scene 25", their timer will go down to 1 minute and 30 seconds. They attack when the timer hits 0.

If you're in a rush to find them, there is a clock in the basement you can use to spawn them there on the cost of 3 coins.

3.) Ninjawblyn -  If you have unlocked "Scene 8" there will be a "Ninjawblyn" in every room. For 3 steps they move at random as they turn transparent, and when they're invisible, they move towards you for 5 steps. You cannot get attacked by them if you stay still, but if you run into them whether or not they're invisible, they attack you. If you have unlocked "Scene 18" they move faster.

4.) Yandere Jawblyn - If you have unlocked "Scene 10", they can spawn. If you see them, you have to interact with them, if you leave a room without interacting with them they attack you.

5.) Game Host Jawblyn - If you have unlocked "Scene 15" they can spawn as long as you've already seen a note. They ask you about what number the note has, if you get it right, they don't attack you, otherwise they do.

Next, here we have the Friends.

1.) Turmbruste - If you've survived 3 rounds, they can spawn. Upon spawning, they turn towards the player and after less than a second, they dash very quickly for 10 tiles straight. After the dash, they slowly move 2 steps towards the player and repeat. They attack upon collision.

2.) Flugeldrap - If you've survived 4 rounds, they can spawn. They may spawn upon entering rooms, and if they spawn, you cannot leave the room. They can fly over obstacles, and like with the Ninjawblyn, they cannot attack you if you don't move. However, they move as fast as the player's walking speed, so if they're already on you and you're staying still, you're practically dead.

As their movement pattern is simply just to head towards the player.

To get rid of them, you must locate a shovel that is within the room, and interact with it. If you do, you use the shovel and hit them with it. When you do, they're gone and you can now leave the room you're in.

3.) Kalber - If you've survived 5 rounds, they can spawn.The moment you enter a room, you may see them waiting for you to take a step. If you take a step in the room that isn't the exit, they can attack you. I say "Can" and not "Will" because the way I did this in Lorelei's Limbo is super weird, because if Kalber is in the room, an invisible event spawns that moves extremely fast towards the player.

If you take a step, there's a chance that the event isn't actually on you when you move since it moves around a bit, hence there's a chance you could live accidentally stepping somewhere that isn't the exit. In Hellancholly, a reimagining of Lorelei's Limbo that I've made, it's more optimally done, where there is an event just outside of the exit that attacks you if Kalber is there.... well, in Hellancholly their variant is called "Sighlent".

Something to note is that considering the Yandere Jawblyn and Kalber has mechanics that creates an impossible scenario if they spawn together, I decided to make the Yandere Jawblyn take priority when both their spawn conditions are met, and Kalber wouldn't spawn.

4.) Clagner - If you have unlocked "Scene 13", they can spawn. If you've unlocked "Scene 20" upon entering a new room, they warp you to one of 9 special maps. These 9 maps have different obstacles, if you exit the map, you get randomly warped to a room within the house, otherwise getting caught by him in the location will result in him attacking you.

If you do leave succesfully, he will reward you with 8 coins.

However, if you don't have Scene 20 yet but you unlocked him already, there is a chance that a portal will spawn, you can choose to enter the portal and get warped within one of his 9 locations, getting caught by Clagner within the locations will not kill you but instead remove all your coins...

The idea behind willingly entering one of his 9 locations is a risk-reward type of deal, but apparently the 8 coin reward is only available when he can kill you upon having Scene 20. When you have Scene 20, the portal no longer exists and instead, you just warp straight into the locations randomly upon entering a room.

So, to put it simply, that's a bug, and in the repaint patch that I'm making, I'm gonna fix that.

>>>Weird ahh spawn system.

There are 3 ways for enemies to spawn. You could understand these upon playing the game yourself, but I might as well disect it for those who are interested in it.

1. Spawns Upon entering a room.

A number is rolled upon entering a room, this number is for the variable named <BossTrigger>. This variable can spawn "Flugeldrap", "Kalber", or "Clagner" if you unlocked them, the moment you enter the room.  

There are 2 other separate variables for 2 other enemies, one named <GameHostJawblyn> for the Game Host Jawblyn if you unlocked them, and one called <YandereJawblyn> for the Yandere Jawblyn if you unlocked them.

2. Spawns Upon stepping on a trigger tile.

If nothing spawns upon entering the room, the <BossTrigger> variable will affect certain "trigger tiles" on the floor. As if the <BossTrigger> variable is set on a certain number that matches a number required for a specific enemy, then upon stepping on those "trigger tiles" the corresponding enemy will spawn. The enemy that spawns with this variable using the <BossTrigger> variable is Turmbruste.

There is also another variable that is rolled when entering a new room and it's called <MonsterSpawn>, this variable is for Roaming Jawblyns. If the <BossTrigger> variable corresponds to the numbers required for Turmbruste to spawn at the same time that corresponding numbers on the <MonsterSpawn> variable matches the one required for the Roaming Jawblyns, then Turmbruste will spawn due to her spawn chance being rarer.

These 2 will spawn in certain locations depending on which trigger tile has been stepped on, in order to give the player enough time to react to their spawn.

In hindsight, this way of making things spawn upon stepping on trigger tiles was unnecessarily complex. In Hellancholly and S.O.S Call, 2 games I've made with enemy chasers that can also spawn upon stepping on tiles... 

It's a lot simpler where the rolling of the number does not happen the moment you enter a room, but rather upon stepping on the tile. So, fewer processes have to happen for an enemy to spawn.

3. Spawn by miscellaneous means.

This group consists of those who either stay on the map, and don't spawn upon stepping on a trigger tile. Like Ninjawblyns, which exist in every room automatically once you've unlocked them. Or, the Boom Boom Jawblyn which exists in 1 room throughout the house.

Roaming Jawblyns will also spawn upon inputting an incorrect password on the safe, this is to discourage trial and error for the last number once Jawblyns have been unlocked.

In the earliest version, Boom Boom jawblyns did not exist... actually all the other Jawblyn variants didn't. I figured I should talk about the development process and the history behind it, I could've talked about it before talking about the gameplay but I thought a lot of things would make more sense if you knew the finer details about the gameplay.

>>>Development

So, the very first version was made... in a day I think. The first version had only the base Jawblyns. I had my friend play it and well... the Jawblyns on their own were pretty strong. If you remember when I talked about the Jawblyns and their movement, after 5 steps they stop for a second before resuming movement... yeah, that was never a thing at the start.

Granted, they eventually act that way later on, that's how things started at the start.

Let's call this version 0.0.1.

Soon enough, I added more chasers. I added Turmbruste, Flugeldrap, Clagner, and Kalber....

Unlike now, they used to all be available enemies from the start. So from the get go, the game was kind of hard. Not only that, but 1 attack will kill you without getting a 2nd chance. At this point, there were no story yet, and the game was called... "Arcade Chaser" at the start. I had more friends play this and it was really fun watching them play.

More or less the end goal during this time was to simply survive a round.

Let's call this version 0.0.2.

Next... I think I uploaded it online after making some smaller things like making a title screen. Making title screens like this is actually something I figured some people would want a tutorial on because all most of my games don't use the default title screen, so maybe one day I'll do it.

I uploaded it on itch.io... but not under the alias Kiyopawn, it was still back when I went under the name "Koko Chydaios". There were like... 3 youtubers that made videos on it before... I remember the first one "BRYCHESTAFFLUX", not like they were a big youtuber, they probably had less than 100 subs. I'll talk about the other youtubers later.

They thought that Hyron, one of the characters that were male, was a girl. So, I'll kind of reference that in the remade sprites by making him look sort of fruity.

The video, of course, is deleted now because most small youtubers who aren't really proud of their works delete everything. That's happened to me a lot before, like in this very channel, but the first Dev Log of my passion project still remained.

One of the things BRYCHESTAFFLUX had as a "critique" was "Add Color". So... I did, but in hindsight... Honestly, that wasn't a critique, that was a suggestion and young me didn't know the difference... So I remade the game's art to what is now seen of Version 0.1.1...

I don't like the art of 0.1.1... and I liked the art of 0.0.5 WAAAAAAAY better. If I knew how to differentiate critique and suggestion before, I probably would've kept the art for 0.0.5...

Let's call the version he played, 0.0.3. Eventually, I patched that build a couple more times until it became 0.0.5... From here on out, I started properly giving the builds proper version names.

In 0.0.5 until 0.4.1... There were some mechanics that existed for a while, and I removed when I released 1.0.0....

Namely, there were QUESTS and ITEMS. The items were single use and could deal with specific enemies. I know that sounds unoptimal, but some QUESTS reward you for succesfully using an ITEM, in exchange, you get rewarded with a lot of coins.

Some items as well have been replaced by Skins in regards to functionality. Like eating an energy bar will never make your sprint meter go down... that is just one of many things.

Next major version, was 0.2.3. Now the art on 0.2.3 is now similar to what can be seen of the build that is up on itch.io right now, and what I would be showing as footage in this video. The art direction on this build was derivative of "FAITH"  considering it was popular at the time and I liked FAITH.

Another youtuber made multiple videos on it, they were also a small youtuber, they had face cam, they had dark skin... they were sighing a lot and I think they rage quit due to how difficult they found the game... they never even beat 1 round.

Due to them finding the game difficult, I later balanced some enemies to start spawning the more you complete a round. I didn't mention the name of this variable earlier, but I called it "Pussy Anchor", because I thought he was a pussy for complaining about difficulty.

Next major version I want to talk about is version 0.4.1. I think by this time is when it first appeared on my Kiyopawn itch.io page, I think the game has been finished at this point... or rather, it was a complete game. I finished this build around November of 2021.

I changed the art... again. And I started using crude lineart for the backgrounds. It's not the worst, but not the best.

By this time, the quarantine had already started... so I couldn't get my friends to play it with me anymore. Arugably, one of the saddest moments of my life, can somebody play despacito.

Also, it was played by a third youtuber... Of which still has it's video up.

They made a video on it, it's around 40 minutes, and as I expected, they complained about it's difficulty... to which, it was already made a lot easier. I made a list of comments on his video talking about how he doesn't really pay attention to stuff.

One of the things he said that I don't agree with is when he said "It's cheap, I want it to require skill." Like... it's completely skill based, and.... Well I'll not dwelve into it, but if you want to see the video I'll link it in the description. The guy's youtube channel is Yorskhire Pud.

BRYCHESTAFFLUX actually played the game again, and commented about it. He made a video about it and I still have the link to it, but he deleted his videos so I couldn't watch it again.... He actually survived a round, and he counted that as a win...

Later down the line, he actually beat the whole game but didn't make a video on it. He got to the ending, and if you know the ending, you know how hard the ending goes. He reacted like "WTF he blah blah blah." And that was pretty fun.

He still plays my games to this day.

Later down the line, let's just say... you know, Asian Parents, hating on creative passions... blah blah blah, I'll spare you the more painful and personal details, but I figured I wanted to make money from my games to prove my parents that I could in fact get money.

So, I did some minor polishing on Lorelei's Limbo, and released version 1.0.0... as a paid game. It was free prior to it, but then I made it around 4 bucks to buy it. Considering I didn't do much marketing for it, and it's such a weird game. It's surprising I got like 42 bucks.

I showed my parents my money, and well that more or less had them allow me to properly pursue game development as a career.

For 1.0.0, I changed the art... again. But using the crude lineart of version 0.4.1, I recolored it to be similar to the FAITH-esque outline only art of 0.2.3... This was the version when I made the game... a little easier by adding the 2nd chance, and removing the items and quests.

I patched it around twice, and now that's what the current version is like. Version 1.0.2.

Fun fact, somebody approached me to be in a bundle with other horror game devs, and I agreed to do so. Within that bundle, was a game by YAMES. Yames is a guy I look up to so that was really cool for me.

To those who may not know YAMES, he made "Water Womb World" and "Discover My Body", both of which were played by Markiplier.

As for the game, I felt somewhat unsatisfied about the art and the story, so I made a reimagining of the game called "Hellancholly". Due to me already having worked on Eistrofolk, I decided to cut the development short and it's currently released without having achieved it's full vision.

Despite that, Hellancholly is arguably the game I've replayed the most amongst all my games. I love the art, and the story is simple but works out... However, I figured I'd continue developing Hellancholly when I have time, because it was supposed to be... much much bigger.... I'll hold off on making the post-mortem about Hellancholly until, I update Hellancholly to be what I truly wished for it to be.

>>>Conclusion

Well, that's it for my dissection, all about Lorelei's Limbo.

I did mention that I'm gonna do a newer patch on Lorelei's Limbo where I redo the art and patch a couple things, but as the game is now... It's a fun game that I actually do recommend people to play. I'm not gonna talk about the story because of spoilers, and despite me saying that I was unsatisfied about the story when I made Hellancholly...

It is arguably one of the best things about the game, and if you play it, it might even end up being your favourite thing about the game. The ending goes so incredibly hard, around as hard as the ending of "The Witches House" or "OFF" because those 2 games are big influences to how I like to make the endings of my games.

If I was lucky or if I marketed the game better, this game could definitely have the potential to be a cult classic, that's how much confidence I have in this game.... But! I'm going to give the game a final chance at spotlight by means of this video, and the patch that I'm gonna give to it in the future.

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