Ok, level design is hard. I knew this up front, but now I’m in the middle of it.
I drew some parts of levels on paper, but nothing complete yet. Just some ideas of ‘puzzles’ and challenges.
What is fun?
When designing a level it is really hard to tell whether the level will be fun or not.
Because I don’t have that much time for this project, and I have to playtest myself, I have to set my own criteria for ‘fun’.
A level in this game is fun when:
- the player must think and plan his actions
- there are multiple ways to ‘solve’ the level
- a level is tough to beat the first time
- a level has surprises
- a level that requires skill
So, what did I came up with?
- sunflower above the water -> requires quick season switch
- level with a lot of season changes -> requires planning
- level with a lot of snowflakes -> requires skill, because of slippery grounds
- themed level with a lot of running
- themed level with a lot of climbing
But nothing of that implemented yet. I will do this coming week.
So what did I do the last few days?
- Added a ‘level 0’ which contains the introduction and a ‘story’ (which is not really a story, but it sets some context)
- Removed introduction from menu
- Added automatic savegame. Best level times are saved
- Added locked levels.
- Added splashscreen with the score at the end of the level.
So not that much really. I also did not meet any real challenges. The last few day I spent about 8 hours total (some on leveldesign and some on developing).
Play the most recent version here (to play, click on the game to give it focus):
Levels, levels levels. I really need to build some levels. So thats what I’m gonna spend my time on this week.
After that, I can polish it some more if I have still time left.
Time left: 25 – 8 = 17 hours</div