I chose to focus on level design with this assignment. I put spikes on walls and moving platforms as a means of forcing the player to time their jumps. Players can get pushed off a ledge that causes them to fall into a pit of spikes or a spiked platform can run into them. I wanted to raise the stakes and keep the player on their toes more than I did with the last quest. I think I was successful in that regard. What didn’t go so well was the quality of the level design. Some levels could have been more fleshed out and feel a bit too simple. Despite their simplicity, they might also feel a bit tedious because of the emphasis of timing your jumps. Giving myself the time to sketch the levels out and think about how I wanted each level to play out would have helped mitigate these issues.

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