Skip to content
Harvey edited this page Oct 22, 2015 · 8 revisions

Level 1 - Chemistry (Tutorial Level)

A level 1 tutorial was implemented with text guidelines on basic player movements. The level itself is very simple with significant margin for error. The level is aimed to familiarize players with the basic movement system and for them to get a feel for the mechanics and responsiveness of buttons. Only basic movements are required to complete the level (walk, jump, double jump, wall jump), with no advanced interactions between the movements.

Tutorial level introducing player to coins and basic enemies

The level introduces the player to the point system, where they can pick up coins for extra points. There are multiple checkpoints implemented in the level to accommodate the player dying. The level ends when the player reaches the final pipe.

Designed & Created by Jenny

Level 2 - Biology

The Biology lab is designed to resemble an overgrown greenhouse with killer plants and genetic experiments which all pose a threat to you as the player. Thorny vines serve a static enemy for the player and offer a different danger than a bottomless pit while still requiring the same actions to overcome it. There are patrolling enemies in this level as well which walk predetermined paths so that one player does not "get lucky" with the path the enemies take, allowing them to bypass them easily.

Level 2 increases the difficulty and adds new mechanics for the player to deal with

This Level was designed to be a more in-depth exploration of the mechanics that appear in the game and how they could be used together. There is a noticeable spike in difficulty due to the updating of the story progression during the early design phase along with the teams outlook on the target audience and the goal of the game experience. It was originally designed to cater to a wider audience but we narrowed our scope to focus on the high-achiever demographic who will strive to complete a level in a better way than before.

Since the amount of levels is limited, we made the decision to condense the mechanics of the game into the levels rather than create levels that the player can master in a few attempts. This means that in order to gather the skills necessary to complete all the levels, the player may have to attempt each level a few times in order to learn the mechanics of the game.

The end of level 2

Therefore the design is catered to provide multiple routes which the player can choose to attempt in order to obtain their best time. These routes offer different levels of complexity so that a more proficient player will be able to shave extra seconds off their times by attempting more difficult obstacles. This is shown especially at the beginning of the second level where players may choose to avoid the first enemy which is slightly slower than traversing his path but presents less challenge. This type of design, which can seem challenging to the player at first, means that there is a large amount of value to be gained by replaying levels multiple times.

Designed & Created by Harvey

Level 3 - Physics

The theme of this level is based off a physics lab but with adjustments to create obstacles that are easy for the player to recognize such as swinging balls and spikes. This design was used to create a thematic difference so that the player could recognize the different levels immediately and know what to expect.

This level was designed to show off more of was is possible within the game world while controlling the character. By using many of the enemies in different and unique ways, it will challenge the player both in mechanical skill and problem solving. Using the tools that they have they must figure out a way to overcome the obstacles which are presented in the levels.

Some of the terrain in level 3

This level is meant to keep the player invested and challenged throughout and uses checkpoints more infrequently than in previous levels. In some places this may be overly challenging and seem unfair but we found that players were generally willing to keep trying and when they eventually completed the level, it was obvious that it was more rewarding than if they were able to overcome all the obstacles with no resistance. This also highlights how the game is targeted specifically towards a demographic that is used to being challenged and has some previous experience with precise control in video games.

A complex obstacle at the end of level 3

Designed & Created by Harvey

Level 4 - Endgame

This level was originally deigned to be a concept for what could be done with the movement system and enemies in the future but it was updated to be an epilogue level which serves as the climax for the game. Although it is short as compared to the other levels, the difficulty means that a player can spend just as long or longer on this level until they complete it.

Level 4 is a true test of player skill

Designed & Created By Harvey

Clone this wiki locally