Pacing and Level Layout


Our game needs better pacing. To fix this we've decided to add more puzzle jumping between fight scenes with the enemy within each level. 

To achieve this I've added the following simple maze 

1st Jumping Maze Level 2. Calling it a maze is a bit overkill but a first time player should find it difficult to go straight down the path as the spikes tend to kill you unless you are very careful.  Red path. In effect we call this a "Soft Wall".

Assuming the player can't take the direct route, he then goes back and uses both the DOUBLE JUMP and DASH combination to get through.

1st Maze Level 2

To allow the player time to listen after killing the easy A and B enemy,  We've added again a soft wall to go through the lower path.  We found that in a unique way, the strategy to get though is to bump your head at point G, and then DASH and Jump your way through. As this is to easy, we have the second path which starts with JUMPING at C and D, then a very careful CROUCH followed by an intuitive WALL SLIDE at point F. 

NOTE:  We need to add some tutorial text to point F and hint that SLIDING with a WALL JUMP before you hit the spikes at the bottom.

2nd Maze Level 2

Concept from Chris Totten's Book:

Genius Loci


To achieve this in the second level we want to add some Environmental Art that deonstrates the hatred of Earth Gov towards the Kasago enemy. William is working on that.

Labyrinth


Our Game is mostly this as you take a songle path through in most places. As stated above, the jumping sections using SOFT WALLS will be our form of Maze.

Maze


The above illistration is a classical Maze using hard walls. We make the distinction of having a maze using both HARD walls using blocks in most cases, and SOFT walls by increasing the difficulty on some paths. Thus making a sort of dead end for unskilled players.

Get Planet Null

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