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Level Design

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Puzzles to Level

Learning Curve

Simple >> Complex

Game Loop

Gradual increase in level difficulty that allow player to practice new acquisitions.

Puzzle Design

Small puzzles based on core mechanics, then combined into more complex levels later.

Level Flowcharts

Level Greybox

Level 2    Library Level

Level 4   Astrology Tower

Level 5 -- Mermaid's Tail Church

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Co-op Platformer

Rough Concepts

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Level Greybox

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Narrative Puzzler Platformer

 Player experience

(pace breaker)

(Alternative path)

Tutorial

unease
uncertainty

eerie curious

safe
relaxed
smooth

alarmed
strategic

Village Region

>>

Mountain Sector

Bamboo Forest

>>

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Boss Fight

Level Design

3 Phases of boss-fight

Phase 1

Boss - leaned back, send small minions to attack, taunts the player and give hints

Slow Pace - the game doesn't pregress until player learn the mechanics by completing basic game loop, player may pace themselves

Phase 2

Boss - engaged in the fight, actively attack and can reverse the outer loop

Faster Pace - Player learns all about the game, powerups and threats spawn faster

Phase 3

Boss - enraged, bullet hell, higher damage and more frequent attacks that are harder to dodge

Bullet Hell - Player master the game and play strategically to defeat the boss

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