As the art of the game is nearly completely done, I have once again been roped into making suggestions for level design. Given I also did level design last week, I didn’t need to do nearly as much brainstorming to come up with ideas this week, instead focusing at making plenty of level design suggestions.
As of today, I currently have ten new level suggestions.
The main issue with this remains the same as the last week – the levels need to be simple, while still being challanging. The fog of war the game contains makes it tricky to know if they will fuction well without testing, but that will be done with the more final level designs rather than these suggestion levels. This time I did attempt to avoid dead ends like the ones in my first four designs.
This level is very simple, and could either be an early level or part of a bigger one. It is simplistic, with three rooms connected with corridors, the top part being more of an entrance or an exit than a potential place for danger. The potential problem could lie in the fact it is very symmetric and could be easy to get lost in if the art doesn’t help.
This level is very straight forward, and the slicht jacks in the tunnles giving more space for dangers, or samples, to be placed, without ending up a dead end you didn’t know of. Possibly an early level, given the simplicity.
Another rather risky one. Akin to a level from my last week, nearly all rooms are connected to eachother, but similar to the first example level this week, it is very symmetric. It possibly needs a lot of help of art to keep the player from getting lost and keeping the rooms from being identical.
This level is a series of big and small connecting rooms, rather linear and possible a part of the fade-over to the more complicated maps. All potentinal dead ends are wide to try to keep the player from being cornered by the fish.
A straightforward, possibly easier level than the example level just before it, this is a linear and simple level of several large rooms connected by short corridors. Big, open spaces like this might not be the biggest challange to navigate, but finding things would be a bit more difficult, and the challange would rely mainly on the fish. Possibly a very early level?
A slightly more complicated level, this one has it’s fair bit of dead end rooms, and it could potentinally be possible to turn and still avoid a fish if chased into them. It is, however, a fair bit more difficult to navigate with the fog of war and big rooms.
There are another four levels I’d like to go over, but time is running short to get this up. As such, I will leave you with that it would not be possible to do guess work on how good these would function, and they need to be tested – preferably by several people – to know how wll they would work.