Intro To Game Design Level Demo Assignment
Controls:
'A' and 'D' for Left and Right, 'Space' for Jump, and to interact with the door at the end of the level you can press 'E'
Description:
The initial pit is designed for the player to understand how far the player can jump. No penalty will come from missing this jump, as it is designed only to teach the player. It also establishes that when you see coins in an arc that the player should jump.
Next is the platforms. These have coins placed in a vertical line, indicating that the player can jump up through them without hitting their head. This is the last of the tutorial phases, and enemies are introduced from here on out.
I used the motif of the arc of coins to signify that you have to jump over the enemy. If the player does not understand this, they will probably die to the slime, and will respawn. While there is a punishment to dying, were still early on so you dont have to repeat too much.
Quickly after this section, the player encounters more slimes and platforms. They must use their knowledge of platforms to avoid the enemies. This is hinted at through the use of coins.
After that section, there is another jump. This is the biggest of the jumps so far, provided that you cant see the bottom. The coins show that you can and should jump over this like the previous holes. If you don't, you'll fall into the hole and die to the slime. This idea of a hole that seems endless, but actually has something inside, reappears in the level once they pass this section.
The next part is a gap that you can cross. The player tries, but falls into the hole. Now the intent was to have a split paths occur here. Where the player could make a choice between left or right. From player testing, I now know that I didn't make the two paths obvious enough, and it only becomes clear after you already enter a path.
The two choices are a slow and easy side, or a fast but challenging path. After that, the paths meet up and you can complete the level through the gate.
Key Questions:
How can your level layout communicate what the player should do without text?
There are many ways to communicate other than words. For example, coins and stars are recognized as positive in the games. Another thing is general, if something looks scary, its probably an enemy, and you should stay a way. By placing these throughout the level, you can create a path for players to follow.
What is the optimal sequence for introducing challenges?
The way challenges should be introduced depends on the type of game you have. In a survival or puzzle game, you want to slow introduce the player to harder and harder challenges. This way as they learn more about the game, the enemies/challenges met their new level. In a shooter, you want there to be phases of intense and calm. This way the player is super tense during the fighting, and then can heal and strategize how to handle the next part.
How can you make failure instructive rather than punishing?
You make failure instructive rather than punishing by setting the stakes. In the early stages of a game you want to teach the player the rules, so you might set a near by checkpoint. This way even if they die at first, they will be able to try again. You could also make 'fake' challenges. Like what we saw in Mario, you could at first set up a jump that you wont die if you miss, but then you set a jump with void under it. This allows you to practice the skill before you reach a point where you could die.
Credits:
All assets, other than the door, can be found from Brakey's Tutorial: How to make a Video Game
Status | Released |
Platforms | HTML5 |
Author | Highlighter |
Made with | Godot |
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