Clea 2 will be released on March 25th! As we approach launch day, this feels like a good time to reflect on the original Clea. For the first time, I will dive deep into each chapter and share my design thoughts, things I would change next time etc. If you have not completed Clea, I recommend reading these after a playthrough to avoid spoilers.
Okay, let's dive deep into chapter two, the mansion ːcleasunniesː.
At first, I had considered adding a mini-game between each chapter. It would involve Clea and Edmond fleeing from a Chaos Servant, but perhaps from a top down view, or a third person perspective with the siblings running towards the camera. Maybe a round of Tic-Tac-Toe or Simon Says. Even before I coded a single line, prototypes in my mind made me conclude this was me trying to pad out the game. Chores you had to endure between each chapter. No thanks.
Admittedly, I had played Nier Automata around that period. Yoko Taro likes to blend genres with his games. Regular action, then suddenly, a top down segment, or a sidescroller. That influenced me. However, I also recall Shigeru Miyamoto mentioning it can be dangerous to jam too many elements into a title, causing all of them to be mediocre. Especially for indie developers, it would be best to trim mercilessly, then fine-tune whatever survived.
All right, the mansion, one of the longest chapters in Clea. Notice how chapters one and three are short by comparison. This was done to produce a wave like pace. Fast, an endurance run, then snappy again. A song like rhythm to keep players engaged.
The Chaos Spiders are not difficult to overcome. Now, I recognize there are many Clea masters out there. However, please note to many players, a single Chaos Servant, especially so early in the game, can already be quite a test. The Chaos Spiders serve as a "one more thing than you can handle". These "one more thing"s should always be relatively simple, or players may feel overwhelmed. Yet, without them, they may not be entertained enough.
As for the Spider Servant, with more time/budget, I would have loved to give him a unique set of behaviors. I had considered allowing him to use webs to instantly reach the player's floor upon being alerted. Yet, again, since this is only chapter two, that may have been too much to overcome. Instead, in terms of lore, the Chaos Spiders are sent by this servant to hunt the player down. A happy coincidence where design and budget happened to meet.
As mentioned, chapter two was intended to be a long segment. That said, if I were to remake it, I might remove one or two floors from the gallery. The Zodiac concept locked me to 12 paintings. On repeated playthroughs, this can become a chore, while for new players, having to outsmart the Spider Servant across so many floors can be daunting. The fact you can optionally run through these galleries twice for that Flower Key magnifies this. In Clea 2, I have segments similar to this, and I have trimmed the excess down far more aggressively.
Next, we have the backyard, which is our first outdoors area. A visual change to show players they are making progress. My subtle congratulations.
You know that key piece in the middle of the yard? That used to be tied to a cat. When you approach the cat, it would run away, so you had to run to grab the key before she fled. Once she left, you had to revisit the area to try again.
Several issues with this. One, gamers would know to leave and come back to retry, but logically, it made no sense. Many players would think that key was gone forever, or they might wander the mansion to search for that cat. Two, running would alert the Chaos Servants. Considering there is a second servant behind that door, this would be too much of a trap.
All right, confession time. Here is the real reason I removed the cat. She had worked fine the entire time. Then, the weekend before release, her model bugged out and refused to re-appear. In a moment of rage, I went fine, then begone.
In retrospect, I dare say if I had left the cat in there, Clea would have frustrated far more players, and I would have ditched her anyway. I admit, however, that my removal of her from day one was from sheer luck.
And now for that second Chaos Servant. Clea was always planned to be a series of one on one challenges. It feels great to outwit a foe. Players rely on sound to predict an enemy's location, and to fake them out. Two enemies would dilute those audio cues, while three and beyond would break the experience. Even on Chaos+ Mode, those "Yellow Servants" only roam the final floors of each chapter. Those audio cues almost become unmanageable, but only for a moment, as you race for the finish.
This second Chaos Servant in chapter two is a trick. "Multiple servants per chapter now? Is it going to be 3 next? I'm screwed!" That dread kicks in. Fear of not being able to beat the game. And yet, this multi-servant set up never occurs again. I learned this from The Evil Within. That game had invisible enemies that freaked me out. They showed up early, too. "Damn, if these are regulars from now on, I don't know if I can do this!" Yet, if I recall correctly, they never showed up again after one scene.
To finish up, this time, the blue key requires pieces that are scattered. One piece is even from the first chapter. In your mind, you know if you were careless, you would have been lost for ages. This grants you a sense of relief, plus a touch of pride. Again, I had experienced these feelings repeatedly throughout my Hexen playthrough, and I wish to carry that design legacy forward.
If you enjoyed your time with Clea 1, please consider wishlisting the sequel:
Clea 2 will be released on March 25th ːcleasunniesː! As we approach launch day, this feels like a good time to reflect on the original Clea. For the first time, I will dive deep into each chapter and share my design thoughts, things I would change next time etc. If you have not completed Clea, I recommend reading these after a playthrough to avoid spoilers.
Okay, let's dive deep into chapter one, the clock tower.
Did you know that originally, there was no tutorial room planned? The controls are shown before your game begins, which I figured was sufficient. Thankfully, I showed Clea at several conventions and saw my mistake firsthand. Almost no one knew to peek through doors. Some did not recognize running would alert your foes, either. I recall showcasing Clea on day one of a convention (Smash!). That night, I rushed home and added a tutorial area, just in time for day two.
Admittedly, I witnessed several players who did not understand what the peek through doors painting meant. Most figured it out soon afterwards, but with infinite resources, that is something I would have loved to perfect.
I had feared a tutorial room would take players out of the experience. To an extent, it does. But first, Clea's primary goal is to provide a challenge. Second, avoiding confusion/frustration takes priority above all else. In Clea 2 (and no doubt beyond), when all else fails, I will not hesitate to show players directly what steps to take.
When players think of Clea's inspirations, Clock Tower, Resident Evil etc come to mind. A title far less known is Hexen. I love Hexen's "hidden objects" style of puzzles. One tiny button hidden behind a statue. Miss that, and you are lost for the next two hours. Two bad. No guidance. Pay closer attention. Let's face it. A puzzle approach like that nowadays will lead to mixed reviews if you are lucky. Another issue I soon realized was, there are far less places to hide objects on a 2D perspective. In the end, I came to a compromise. Each chapter has two candles. One is in the open, while the other is more concealed. Those more hidden ones? I had once wanted to hide essential items there. The M piece, for example. Once again, demoing Clea at conventions showed I had best forfeit the idea.
Gamers know all too well the joy of spotting a locked door, memorizing its location, then returning to it later with that key in hand. Again, Hexen had plenty of this. The door to Florine's room shows Clea will test your short-term as well as long-term memories. Well, mid-term, perhaps. You never have to backtrack more than one chapter to access these bonus doors. One, excessive backtracking sucks. Two, if that key is a long way ahead, players truly would have forgotten where the door was.
That is more or less everything for chapter 1. A short level to show players the basics. The up/downstairs doors confused players at first, since you never see Clea walking up or down the stairs, so I added staircase and floor number labels. Cosmetic improvements of that sort.
A small, yet vital improvement to finish up. For a long time, only the MT key would open that final door, not the TM key. This confused many players, yet somehow, I had neglected to fix this in a timely manner. For some reason, I had assumed it would be a difficult patch. After several more players flagged this as a bug (and I had to explain), I at last made the TM key work as well, and breaking news, it only took 20 minutes to resolve. In future, I must fix these pain points much faster.
If you enjoyed your time with Clea 1, please consider wishlisting the sequel:
Happy New Year! Hope your 2021 will be filled with happiness and achievements ːcleahappyː.
Boy, I sure stayed quiet over the break. Yes, I gamed a ton, but I also worked lots. Christmas Eve, work. Christmas Day, work. Boxing Day, work. NYE, work. Jan 1st, work. Clea 2 is scheduled for release on March 25th, and so it shall be. The delay gave me a chance to hone each chapter further. A long checklist has been ticked off over the break, with several more to go. Currently, I am on a Chaos+ run to ensure that, while difficult as hell, the mode is beatable.
Many have asked about Clea 2's console release possibilities. We are working daily behind the scenes, and there should be news incoming. Please look forward to them ːyoyoː!
Aside from that, I plan to drop articles to hype up Clea 2's release. Please be sure to follow Clea 2's Steam page to stay in touch, and to show your support. Perhaps other Clea related news, too? It should be a nice year ahead. Please stay tuned ːwhappyː.
Last up, the Clea series record the conflict between the Arcane and Chaos factions. I can already say, this war will continue. Whether it is the next game, we have yet to confirm, but there is a bigger universe to be shared, and someday, we must decide on the victor ːcleachaosː.
Beyond that, players have been asking why there is no InvertMouse server. It has been on my mind, too. The games take priority, but still, this is now higher on my todo list. When the server goes live, I want to make sure it is a fun and eventful place. Do it right, or do not do it at all. Please keep an eye out! Happy times ahead ːsasaː.
Hey friends! Only a few days left until the Christmas break and holidays ːcleahappyː. As mentioned earlier, I will now start to release the seasonal costumes permanently in the guides section. And so, here is Clea's Christmas dress, now available for everyone to enjoy:
Hello there ːcleasunniesː! Hope you have been doing well. A patch just went up for the Steam edition of Clea. Please note the same updates will be up first on Itch.io (should be in a matter of days), followed by consoles (could be in several weeks due to the approval processes involved).
First, here are the smaller items:
a) In chapter 2, there was a cake that was placed quite close to a painting, so players could select the unwanted item. I have moved the cake away more.
b) In a secret chapter, there was a dialogue box that underlapped a side wall. This has been fixed.
c) On the Switch version, if you bind B to another command, the cancel command will become unbound. This will be fixed when the patch goes up for consoles.
Now, for some of the bigger things:
1) When players die, they can now skip the monster roar sound effect by pressing any button. Clea is a challenging game. No shame in growing through setbacks. Now the process will be that much smoother.
2) When you start a new game for the first time, a pop up will now appear and ask if you wish to activate infinite saves. I had designed Clea with limited saves in mind. In Resident Evil 1, for example, I had to run a route multiple times until I perfected it, then I would execute that run, and when I used that ink ribbon at the end, boy did it feel gratifying.
But I will admit, once the modern options came, I took advantage. In Resident Evil 3, I nearly saved after every zombie kill! However players wish to play, I take pride in supporting it. The pop up does ask players to please consider playing without infinite saves, perhaps on a subsequent run, but it is ultimately your freedom.
3) Last, and the biggest one, is the new 1 Ups feature. This can be activated via the difficulty selection screen. Before we get too excited, this is a feature for those who find the game difficult. If you have already dominated the campaign, there is nothing to see here. Chaos+ (with invisibility set on even) is where the monster tier players belong.
With 1 Ups on, players will find green orbs scattered throughout the campaign. Each one will save players from death a single time. It has recently come to my attention that Clea is quite a challenging title. In fact, I have updated the Steam page's description to emphasize this. While Clea is a horror game, I would like it to primarily be a test of players' skills. To struggle, to grow from setbacks (learning patterns etc), then eventually dominating even the toughest modes. That to me is sheer joy.
By the way, 1 Ups mode will not activate in Chaos, Chaos+ and Arcade Mode.
I may as well speak of this briefly here. You know about the Ancient Gods 1 DLC that recently came out for Doom Eternal? In the original game, many players/reviewers protested about the design of this monster named the Marauder. He was challenging to many, to a point where it ruined the experience for them. Some even wanted this demon removed altogether.
Instead, in the DLC, the designers made us fight two at a time, and some other tricks I will not spoil. I want to ask you to imagine yourself as a game creator for a moment (perhaps you are). Consider the courage it takes to take this kind of stance. I had beaten Doom Eternal on Ultra Nightmare (max difficulty on one life), yet this DLC has been pushing me to develop new knowledge, to enhance my skills further. There is no greater joy than mastering a game you love.
That said, again, I see it as a challenge to design a game just about anyone can enjoy. From the newest of the new to those gamer gods. Doom Eternal, of course, also has lower difficulty settings.
As usual, if you spot any errors in this new patch, please notify me right away! I am going to jump onto that first thing.
These updates have not been fully tested for Clea 2's demo yet. Once I manage that, I will push the same patch up.
The perfect dress to rock as you venture into the Whitlock Mansion during Halloween! Once you have escaped the Whitlock Mansion, why not check out the demo for Clea 2, which is scheduled for release next year?
I also wish to say happy birthday, and happy 25th anniversary, to the 90s FPS, Hexen ːwhappyː:
When players guess what are the inspirations behind Clea, they say Resident Evil, Alien Isolation and the like. They would be correct. However, another source is in fact Hexen.
I have always felt Hexen is unjustly regarded as a mere Doom clone, and, also unfairly, said to be an overly puzzling game that cannot be beaten without a guide. The first time I cleared Hexen, I needed a guide for only one spot, and even there, I acknowledge it was my lack of patience/intelligence.
When we think puzzle games, we think brain teasers. Like Portal, for instance. Hexen, meanwhile, is more like a hidden objects title. Imagine you are inside a cave where you can easily get lost. Now, there is a single, tiny switch hidden behind a statue that will allow you to progress. If you miss it? Too bad. Have fun being stuck for the next 3 hours. The stake here is not dying, but rather being lost. Because of this, when you do find that hidden switch, it feels so gratifying ːsasalewdː.
Often, you may press a button, and the game informs you a door has opened elsewhere. It could be a door you had passed on another level well more than an hour ago. When I played it, I took note of all the locked doors I passed. It felt so good to eventually backtrack to each of those doors.
Probably best not to listen to me, though. Hexen is an acquired taste. Ultimately, I lacked the courage to replicate Hexen's "no mercy" form of puzzles in Clea. Truth be told, it would be career suicide. The negative reviews would flood in, and also, even if I had wanted, there is only so much you can hide in a 2D space.
Did you know? I aimed to have two candles per chapter. One out in the open, the second more hidden. That second one, as you may guess, is my final, desperate attempt at paying tribute to Hexen, while still fulfilling modern design requirements.
If another creator wishes to take things all the way and develop a Hexen inspired title, let me know. Please, do not be upset with me if it sells poorly. At the very least, you will have my respect, not that you can buy food with it ːexceliaː.
Happy Halloween friends! Yo, perfect time for some spooky games over the Halloween weekend. If you have never played Clea before, this could be a cool time to enter the series. Overcome your fears, outsmart your foes and conquer the Whitlock Mansion! Oh, you are a veteran? Cool, Chaos+? Chaos+ and Invisible Mode? Yeah, I thought not (haha ːcleachaosː).
This could also be the perfect weekend to try out Clea 2's demo:
There are so many surprises awaiting players in the sequel. If you could drop a wishlist and tell your friends, I would really appreciate it ːcleahappyː!
I spent much of last year offering limited time costumes. Just a fun thing to try out, but with Doom Eternal's month long series (that offer exclusive rewards), I got to observe players' responses from an outside perspective. Plenty of players are upset that they have purchased the game late, and because of that, there are rewards they will never be able to earn. Who knows if the series will recycle over time, but for now, this is the situation.
Oh, in case you were curious, I earn my way through those series religiously ːcleasmugː.
Ehem! In Clea's case, I could revive the Halloween costume every year at this time, but hey, I manage most of these things alone. It would be way better to devote my time on creating new games. Best for everyone!
So, as the seasons kick in, I may now bring back the costumes, this time on a permanent basis. I have a feeling no one will be against it. If not, happy to have a conversation as a community.
Enjoy your Halloween! I am going to clock some more hours into Clea 2, and maybe fire up Alien Isolation again. Bought some mission DLCs lately that I want to try out ːcleasunniesː.
Hey buds ːcleasunniesː. Hope you have been doing well!
The community here is bigger than that of Clea 2 (since the game is in development), so I want to use this space to keep everyone updated. Still, I would love to invite you to join Clea 2's community! I have more updates planned for both the demo and the full game. Even some quick likes on the most recent posts would be cool. Something to let me know you have arrived, then over time, I will focus on Clea 1 here, and the sequel over in Clea 2's hub.
In case you missed it, a downloadable costume is available to celebrate Clea 2's participation in the recent Steam Autumn Festival:
Usable, of course, in both the demo and full version (upon release). Perhaps this is the dress you will put on for that Halloween test drive?
A patch is also up for the demo. Aside from bug fixes, the most exciting part is, a surprise has been added in the Chaos and Chaos+ difficulty modes ːcleasmugː. Like with everything Clea, yes, we want to be spooky, but also very, very fun. I hope you will enjoy the challenge that lies in wait.
Let me also give a shoutout to Eski, a player who provided an in-depth analysis and prediction for Clea 2's trailer/demo, based on what is available so far (video is in Chinese):
It is delightful to meet players who are so passionate about this series. Sometimes, I am on Pinterest and stumble upon fanart, or at a con, someone drops by to share their experience. To create a project from start to finish demands personal sacrifices, especally if you are determined to do so year after year. This community, however, makes it feel worthwhile.