Week 5 - Level Design
Hi!
My task this week was to level design the levels for our game! I made about 5 levels for our 3 storybook characters.
To create the levels I took into consideration when in the game they would appear and what abilities were available to the player. One of my main focuses when creating the level was to give an active role to the player - there is always something to do. I avoided very straight and linear paths, so the player doesn't feel like he's just pressing a button, but also very complex paths so the player doesn't feel overwhelmed.
To introduce new abilities I designed introductory sections that helped the player learn how to use them (plataforms only reachable by the new gained ability or simple enemies and obstacles the player has to avoid to proceed) and once accostumed, I ramped up the difficulty.
Finally, because this is a metroidvania game, I added multiple secret rooms throughout all the levels, some accessible when the player first gets to the level others only accessible when the player returns later in the game.
Hope you like it! :)
Get A Child's Tale
A Child's Tale
This game is being developed by a group of four students for the course of Game Development and Methodology
Status | Prototype |
Author | Karane |
Genre | Platformer |
Tags | 2D, Metroidvania, Narrative |
More posts
- Week 8 - Final WeekJul 01, 2022
- Week 8 - The final week!Jul 01, 2022
- Week 8 - Game Showcase and FeedbackJul 01, 2022
- Week 8 - Courtain CallJul 01, 2022
- Week 7 - Mob ImplementationJun 25, 2022
- Week 7 - Scenarios and all other spritesJun 24, 2022
- Week 7 - Witch Boss Battle and Level PolishJun 24, 2022
- Week 7 - A Big (Not) Bad WolfJun 24, 2022
- Week 6 - (Yup Even More) Level ImplementationJun 17, 2022
- Week 6 - Mob designJun 17, 2022
Comments
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It seems the maps are becoming very expansive. I would recommend using secondary elements to guide the player. One solution often used is to add coins or small collectibles in specific paths to guide the player.
Also, if your focus is on the story, don’t forget to add calmer areas (e.g. corridors) that allow the player to breathe and take in the environment and the story.
Thank you for the feedback! Because we have not yet implemented the collectibles we still haven't decided for sure where to place them but I'll take that into consideration when we do!
For the cinematics and narrative areas I think corridor rooms will be perfect and we'll try to integrate them between these levels so it's not too stressfull :)
If collectibles are not a thing in your game, try torches or lights. They are cheaper and easy to use. Good work!