Journal Entry 2.2 - Level Design
The main criterion of a good level for me is that it is fun to play. It is fun to conquer a challenging level, it is not fun however to spend an hour failing the same pixel-perfect jump.
When I was playing the game, I realized that the melee attack also functions as a little dash forward. Combined with air control from the player controller, this gives you access to a whole set of new possiblilities. This inspired me to a level with a somewhat different premise.
I propose a level that is entirely verical. You start at the top and your goal is to get safely to the bottom. While falling you have to use air control and/or your dash to dodge spikes and obstacles. There are a few roadblocks(moving platforms) that prevent you from going further down. At this time, you have to find the switch/pressure plate that opens the way, which is hidden behind a little jumping puzzle. Nothing elaborate maybe 1-3 jumps. The idea is that an experienced player can shoot the switch while falling, and by doing so skip the entire puzzle and continue falling. I want it to be possible, with practice, to complete the level just by continuously falling down.
Get project A
project A
Status | Prototype |
Author | ddcveng |
Tags | mff-gdintro-2021-a |
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