Level Design.
BackUpAndDown
Member Posts: 685
I'm in the final stages of development and it turns out that I suck at designing levels... Does anyone have suggestions on how to come up with good level designs for a game?
Comments
Each level should incorporate something new (as in a new weapon, new combo move, new "something"). This makes more sense in a side-scroller game, but it helps the player stick with the game and want to continue (imagine Doom if you started the game with the BFG, wouldn't be much fun, and remember when you started putting in the cheat codes? You probably quit shortly after that). So progression is the key.
If you're making a puzzle game, then thats much more difficult to answer. But you should try to make the level get more difficult as the game goes on.
And for the record I think Cheat codes ruin Games. I refuse to use them until I have beat a game.
That way you can discard or change levels that are too similar in numbers to have a series of puzzles with a precise difficulty learning curve.
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【ツ】iPhone Icon Pack【ツ】
Free high score demo here (simple) and here (advanced)
There's 100 levels in it, and it's pretty good. We spent a long time trying to get the level progression right. Hopefully it might help!
Cheers!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
now i just need to finish everything else!
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