In this level design project, I focussed on a steady and managable learning curve, introducing increasingly complex mechanics and levels over time.
Demonstrates:
Level Design
Role:
Solo Dev
Level Design
Challenge
Create a learning curve to explain the games’ main and secondary mechanics through increasingly complex puzzles.
Workflow
I sketched out my puzzles beforehand, starting with one of the more difficult levels, which ended up being Level 6 / 7.
I then reverse engineered what mechanics had to be explained beforehand to be able to understand that level.
- Buttons de-/activate walls of that color
- Guns allow you to activate buttons of the same color from afar with LOS
- Guns disappear when entering the next level
- It will often be required to walk on top of walls
- Sometimes one should deactivate a wall while standing on it
- There are differently colored buttons and walls
- There are differently colored guns. Switching between them is possible via the mouse wheel
- There are mixed-colored walls, which can be activated by the buttons of the colors that mix the wall






Based on those sketches, I created blockouts, most of which strongly resembled my initial vision.






Final Result

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