Level Design

For all levels in this game I used the following iterative process:

  1. Creating “paper prototypes” using our in-engine tile system

  2. Once I’m satisfied with once of the designs, make the white-boxing

  3. Perform test among the development team and do changes to the design until satisfied

  4. Perform tests with external player to obtain fresh feedback, do changes to the design if needed and continue the process from step 1

This process is itertaed over and until we are staisfyed with the player response.

For most levels I used methodology of diving the level in 4 sections. The first section introduces the core theme of the level without any pressure. The second section section is the first real challenge with the introduced idea. The third section is a bit of a pallet cleanser, used to reinfroce an old mechnic that hasn’t been used so far or to just give teh player the space to process what they have learned. The forurth and final section is used as the hardest challenge to test what the player has learnt.

Once very important aspect for us was to make levels that were easy to undesrstand and that teach the mechnics of the game by using as little text as possible.

If I found an issue that require me to go back to any other previous step I would do that, no matter in what moment of the I was in.

Level 1

Objective: Get to know the controls and understand the “buttons & doors” mechanic

Setting: abandoned city corner

Components

Rhythm Challenge
Follow the rhythm for the first time through a short and straightforward road

Tutorial
Understand how the controls work, understand the UI to follow the rhythm and understand that the buttons can be pressed to open doors

Narrative
The pigeon started its vacations from a safe and standard side of the city but at the end you can see an indication that old architecture is still present

Puzzle
Block the players progress with doors while placing their corresponding buttons near them. The second door is to be placed further away from its button than the first one.

Reward
None

Details

This is the first interaction the player has with the game, introducing most of the core mechanics. For this reason it is important that it is as focused as possible, removing all elements that might distract or confuse. This guided the type of environmental art in the level, the level composition and the puzzle design.

The level is composed of 4 sections:

Level 2

Objective: Introduce the “single directional tile”

Setting: In the liminal space between the modern city part and the old city


Components

Rhythm Challenge
None

Tutorial
Understand all the mechanical aspects of the “Single Directional Tiles” (SDTs)

Narrative
The new town was built on top of the old town elements.
The player starts next to a modern “mom & pop” restaurant. There are other small businesses and apartments around the block (maybe the same from level 1 but from a different point of view).
Column pieces are sticking out of some structures.

Puzzle
Reach the button which most direct road is blocked by a single directional tile

Reward
none

Details

In this level we present the player with what seems at first glance the same kind of challenges as in the 1st level, which makes them think they got this and motivates them to do it in a rush. I used this mindset to introduce the SDTs and make them memorable by surprising the player with them.

The level is composed of the same 4 sections as the 1st level but what is achieved with this iteration is a bit different.

The sections are:

Level 3

Objective: Reinforce what has been learned about the directional tiles with a harder challenge

Setting: In a touristic location with statues and ancient pillars

Components

Rhythm Challenge
Player needs to change direction more often that they had to until now

Tutorial
None

Narrative
A beautiful garden maze is in between a parking lot made inside ruins and some business. Also, At the destination is a unique statue with flowers.

Puzzle
Small maze made out of interconnected circles that have “directional tiles” to make things difficult

Reward
Vista of first statue

Details

The composition of this level is different from the 2 previous ones as instead of teaching anything new, this level is focused on reinforcing the last mechanic taught. Now the level is composed of the following 2 sections:

Level 4

Objective: Introduce the patrolling enemies

Setting: A tourist river harbor with a telescope as the destination

Components

Rhythm Challenge
Coordinate you movement to avoid the enemies

Tutorial
Understand the patrolling enemies mechanics

Narrative
The city has rivers crossing through it and ruins under some of the rivers. The player is passing through some of these views between two areas of different heights. At the end of the taller area they find a nice telescope view.
Because this is the first tourist attraction this is the first area where people are found.

Puzzle
None

Reward
First outfit for the bird

Details

As the challenge introduced in this level is hostile towards the player for the first time, I decided to make the level straightforward and simple in composition. I want the player to be able to focus on understanding how the patrolling enemies work and to learn how to work to overcome them. Also, this is the level where we introduce the HP pickups which are an important part of the player’s strategy against the enemies.

We decided to introduce the HP Pickups only once the enemies appear to help create the connection that these pickups help the player survive the enemy.

The level itself is composed of 2 floors, starting the level in the lower floor and then proceeding with the rest of the level in the higher floor.

For this level I divided it into these 4 sections:

Level 5

Objective: Reinforce the patrolling enemy mechanics

Setting: A chaotic street market

Components

Rhythm Challenge
Coordinating movement between intersecting patrolling enemy routes

Tutorial
None

Narrative
Doing some shopping for the first time.
Walking around a shopping area that is a mix of old buildings with new elements. The entrance of the area is via a bridge that goes over other buildings.

Puzzle
Open the route to the objective but the direct route to all buttons is unavailable

Reward
None

Details

This is the moment where I started making the levels bigger, which was the plan from the beginning but we felt the player needed some preparation before being dropped in a large space. Having bigger levels allows me to create more interesting level compositions, also, it gives me the space to create levels where the player has freedom to tackle the challenges as they see fit. This is an aspect that we liked since the first prototypes and wanted to incorporate it as much as we can.

This level is composed of four sections and two of those sections are composed of subsections themselves. These are:

Level 6

Objective: Introduce the ½ tempo tiles

Setting: Entrance to the garden maze

Components

Rhythm Challenge
Getting used to move using the ½ tiles

Tutorial
Teaching what the ½ tiles are and how they work

Narrative
Graden build around the buried and damage ruins of the old city

Puzzle
None

Reward
None

The ½ tempo mechanic is one of the least intuitive ideas in the games, for that reason I designed this level to start simple and focused on just teaching them, with the level opening a little by the end to give the player some difference in kind.

The section of the level are:

Level 7

Objective: Introduce the rotating enemies

Setting: Garden maze monuments area


Components

Rhythm Challenge
Getting used to move around the rotating enemies

Tutorial
Teaching what the rotating enemies are and how they work

Narrative
None

Puzzle
None

Reward
Beautiful vista of fountain

Details

To introduce the rotating enemies I knew that I had to do it with care even if most players are pretty used to the game by now. The reason being that these enemies proved to be the hardest challenge for most players since the first prototypes. As I didn’t want the level to become too linear or simple, I added small moments of non linearity and made the level in a spiral composition to give it an unique feeling.

The level is composed by the following sections:

Level 8

Objective: Provide the final challenge using all mechanics shown so far

Setting: Large ruined Pantheon building complex

Components

Rhythm Challenge
The hardest challenges of the game so far, a lot of mixing enemy types

Tutorial
None

Narrative
This is the area where the last temple stands and the complex that surrounds it

Puzzle
Open the 2 pairs of doors that block the way through the stairs

Reward
Grand temple vista with distant view of the mountains and the city (*if possible to show so much)

Details

As the biggest level so far it is important to guide the player correctly, indicating the direction of their objective and which are the side paths. To ensure this clarity I designed the level in a vertical ascending pattern, where the camera position, the lines of the tiles and the narrowing of the areas guide the player's view towards the central path. The side paths are all tangential to the main one and have narrower looking entrances, as well as being partially hidden. Also, the blocked parts of the main path are teased to the player as they explore the tangential paths to keep in their mind where they have to go.

To make sure the level is easy to explore while being entreating, I made each section unique both in aesthetics and in game-feel. This is extended to the areas that compose each section, all which are made to be easy to differentiate while making sense for the context of the game. By conceiving the level like a cognitive map the player can keep themselves oriented and maintain a sense of progress at every moment.

The main level sections are: