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Game Levels

Callum Somerfield edited this page Oct 7, 2026 · 7 revisions

Level 1

Level Design

The level design for the tutorial seeks to incorporate all basic aspects of the game's movement mechanics and enemies in an easy, introductory way. As such, the jumps and puzzles are designed to be fairly straightforward, with a linear completion (i.e. one intended set way of navigating to the end).

Part 1 - Tutorial Level

First half of tutorial level

Part 2 - Tutorial Level

Second half of tutorial level

Intended Completion

As can be seen, there is an intended completion path set through the arrows (yellow = jump, green = grapple) that represent how the player is intended to jump/grapple to solve the tutorial level. As confirmed by the design committee, enemies are intended to only be in the second half of the level to ensure the player has a safe area to practice jumping/moving/sprinting/etc.

Please note: For sprint 1 there are some issues with moving platforms and jumping/movement, and as such, more grapple surfaces have been added to aid in completion with the level.

Level 2

Level Design

The level design for this level builds off the tutorial, whilst adding new puzzles and components with the intention of being a significant spike in difficulty. Dashing capabilities have been accounted for, as well as providing an enemy arena to allow the Enemy team to show off their enemies in a much more focused way. New platforms have been created in order to allow for more difficulty, requiring players to either think quickly, or determine how to turn on a platform. Furthermore, the first puzzle has been introduced, requiring players to figure out the correct sequence of button presses required to turn off the spiky ball traps at the end of the level.

Labels

Each platform/floor is labelled in order to assist with development and quickly figuring out which PlatformConfig corresponds to a platform in the layout design

image

Puzzle Solution

To solve the puzzle you must shoot the buttons in the correct order as seen in the image below: A, D, B, D, B, C

image

Intended Completion

There is an intended completion path set through the arrows (yellow = jump, green = grapple, orange = dash) that represent how the player is intended to jump/grapple to solve the level.

Level 3

Level Design

The level design for this level sees a vertical level with a rising water hazard representing the major new gameplay mechanic introduced in this level. Players must determine the optimal path for their skill level and progress through the level against the time constraint of rising water. Currently, the water does no damage and merely resets the player to their last checkpoint as feedback on difficulty will be garnered during studio standups to determine if it could be expanded to deal damage too. Included in this level are also slippery platforms, that reinforce the weather/water themes of this level. They have a slide effect that can cause players to slide off them (if they're not careful) and can only be grappled to for a certain amount of time. Furthermore, positive feedback from the enemy arena of level 2 was the catalyst for the design of this level breaking up the parkour and combat sections. This allows the player to focus on only navigation or combat to reduce complexity of the level at the request of the studio teams.

Labels

Each platform/floor is labelled in order to assist with development and quickly figuring out which PlatformConfig corresponds to a platform in the layout design

Note: The images have been included in a top to bottom order. The level starts in the third image below and players progress up through the images. Each image refers to a section for development and test plan purposes

image image image

Intended Completion

Due to each section having multiple solution paths, the intended completion arrows were omitted from this level design. Addition of the M button in game, alongside these sketches should be sufficient aids in solving the path to take. If any section's intended path cannot be deduced, please press BACKSPACE to trigger cheats and use WASD to fly around as you see fit.

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