Level Design pt 7

Finalising Step-by-Steps

From what I understand Puzzles are best defined by catering a step-by-step guide of what the ideal player journey is, regardless of potential mistakes that each player could deliver on. It’s best ot find the optimal way forward. So as an example I’ve managed to finalise Puzzle 2 and 3. Again because our game is not going to be same throughout we have 3 designs for each puzzle which will allow the player to explore different variations on each playthrough so it was crucial to create these designs, although the difference now is that with each puzzle, the incorporation of new mechanics also helps, nothing too big but somewhat relative to the current mechanics that are available.

Like I’m not going to make something that doesn’t even remotely have any interactive qualities with the Telekinesis ability in the game (because that would just be completely silly). But as proceeded easy level has more steps to completing it, which should theorectically make the puzzle harder.

Puzzle 2 should be the easy one, one level from Super Easy and which you can see on the side there.

With Puzzle 3, this is when the difficulty get harder and with the level of difficulty increase alongside a new puzzle we have more steps to follow so it was hard to get and image of it, but you will be able to see it by clicking the button below which will take you to file which has whole thing with a clear image.

Next Steps

To finalise the next Puzzle being the hardest of them all, Puzzle 4, which will definitely have the most of steps and will take the most amount of time for the Rangers to finish, this is where it’s the prime time for the Aliens to really stop these guys from getting to the goal, it’s the last quarter.

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Level Design pt 8

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Rewards, Economy and Monetisation Pt 4