top of page

Erin Hao
Level Design

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

Library Level

Church Level

Astrology Tower Level

Library Level
1/3
Level Greybox
Level 2 Library Level
Level 4 Astrology Tower




Level 5 -- Mermaid's Tail Church



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
>>



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

bottom of page






