The Journey of Creation
The core gameplay revolves around managing noise levels to avoid attracting monsters. Players must carefully navigate the environment, using stealth and strategy to reach the exit without being detected. The sound meter provides real-time feedback, adding tension and urgency to every move. Additionally, there are obstacles that cause more noise, and distraction methods to buy time. However, I believed it would be too easy to just have the sound meter, so I added a time component too.
The levels are designed to gradually increase in complexity, introducing new challenges and requiring players to adapt their strategies. Environments are crafted to provide multiple paths and hiding spots, encouraging exploration and creative problem-solving. Player flow is carefully balanced to maintain tension while allowing moments of respite.
I went for a dungeon/Undertale aesthetic. I did use a pack for the sprites and building blocks, but built out the levels on my own, focusing on creating a cohesive and immersive environment.
I playtested with both friends and professors, and ultimately had to iterate three or four different versions to come to my final. Feedback was invaluable in refining gameplay mechanics and balancing difficulty. At one point it was too easy, but at another point it was too hard. So taking that feedback and balancing it was crucial.