Dev Diary #2 – Shaping the Vision: Gameplay Evolutions
Hello, adventurers!
Today, let's have a quick glimpse about the evolution of the gameplay during the development.
In the first dev diary, I talked about how Labyrinth: Dracula’s Lair started as a simple idea and grew into a dark, immersive world.
Today, I want to take you a little deeper into the heart of the gameplay — and share how much testing and passion went into shaping it into what it is now.

At the beginning, the core idea was simple: run, survive, escape.
But I wanted more than just fear. I wanted every step you take in the Labyrinth to feel like a decision — a tension between moving forward and surviving the unknown.
[h2] 👁️ The Early "Vision" Mechanic[/h2]

[h2]⚒️ Merging Lore and Gameplay[/h2]

[h2]❤️🔥 A Game Built With Passion[/h2]
Feel free to share your thoughts, questions, or ideas below — I would love to hear them!
Today, let's have a quick glimpse about the evolution of the gameplay during the development.
In the first dev diary, I talked about how Labyrinth: Dracula’s Lair started as a simple idea and grew into a dark, immersive world.
Today, I want to take you a little deeper into the heart of the gameplay — and share how much testing and passion went into shaping it into what it is now.

At the beginning, the core idea was simple: run, survive, escape.
But I wanted more than just fear. I wanted every step you take in the Labyrinth to feel like a decision — a tension between moving forward and surviving the unknown.
[h2] 👁️ The Early "Vision" Mechanic[/h2]
In the early versions of the game, the "vision" mechanic was triggered randomly. You could suddenly catch terrifying glimpses of the hidden creatures lurking in the fog, without warning.
It felt great for the lore — an uncontrollable, haunting power that hinted at something beyond human understanding.
But after a lot of playtesting, trying different timings and effects, I realized something important:
While the random visions fit the atmosphere, they made the gameplay experience too heavy and repetitive.
The sounds, the screen effects — they became overwhelming over time, sometimes even causing discomfort during long sessions.
I didn’t want the Labyrinth to exhaust you — I wanted it to pull you in.

[h2]⚒️ Merging Lore and Gameplay[/h2]
At the same time, I had introduced a mysterious relic — the Calice.
It already had strong ties to the blood, the madness, and the myths surrounding immortality.
Instead of keeping the vision mechanic fully random, I reworked it:
Now, the Calice triggers a moment of altered reality, when you drink from it — a fragile window where the boundaries between sanity and nightmare blur.
But if you want to see through the walls or gain supernatural advantages, you must find special single-use relics hidden throughout the labyrinth.
There are four types of relics, and each one gives you a unique ability for a short time — including the vision through walls.
Each relic can only be used once, and managing them becomes a crucial part of your survival.

[h2]❤️🔥 A Game Built With Passion[/h2]
This is just one example among many.
The game is constantly evolving as I play, test, and I refine it with love.
Every mechanic, every environment, every piece of lore is crafted not just to sound good on paper — but to feel right when you live it.
Feel free to share your thoughts, questions, or ideas below — I would love to hear them!