Mazui's Dev Log #3: Level design 101
The basic level design principle is: introduce mechanic, familiar with mechanic, elaborate mechanic.
For level two, I sketched the level following the above principle:
1. introduce the waving mechanic by the first blocking neighbour
2. repeat the waving mechanic by the second blocking neighbour
3. twist the mechanic by using sneezing to the third blocking neighbour - this is to elaborate the last mechanic
3.5 going back with the mechanic by using waving to fix the broken elevator
This flow will give the player two times of sense of achievement:
1. During the third player, if they figure out the action required is not waving but sneezing
2. During the elevator, if they figure out the action required indeed is the newly introduced waving
Other ideas about level design that are not implemented:
- Using silly dance to collect bus fare money -> lure the security out
- Using sneezing/dashing to jump over obstacles -> jump into the bus window
- Using sliding to steal little boy's scooter-> office chair racing
Repeatedly using an action but with a different purpose is the fun part of this designed gameplay.
Career Quest
Status | Prototype |
Authors | garethcheah, noelderoij, Mazui |
Genre | Platformer |
More posts
- Mazui's Dev Log #4: What's next1 day ago
- Gareth's Dev Log #4: Bringing Mobile-Friendly Gameplay to the Browser1 day ago
- Gareth's Dev Log #3: Level 1 Complete4 days ago
- Mazui's Dev Log #2: The art7 days ago
- Mazui's Dev Log #1: From ideas to planning8 days ago
- Gareth's Dev Log #2: Our Journey to Mobile-Friendly Controls10 days ago
- Gareth's Dev Log #1: Embarking on the Career Quest Adventure18 days ago
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