Focusing on Linear Level Design


So I am currently starting work on the levels that will be featured in the main game, now the biggest challenge is making it GOOD. Most would say that the level layouts in the Alpha Demo are fine, and it shouldn't be too much of a challenge when it comes to making the levels for the full game. However, the biggest issue is that the demo is a bite-size experience - Most flaws can be overlooked because it's a demo, and it ends before they can really show their issues.

I'm starting to think I've been looking at how to design these levels the wrong way, and honestly I'm at fault for putting myself on the wrong path. When I built the very first prototype I pretty much set it as if the levels were these big maze-like layouts that made the players backtrack and cycle around enemies, and when players liked it and the potential of the core game I felt that it had set that in stone as what the design of the game's main levels had to be. I ended up focusing too much on how I should make the levels be labyrinthine with backtracking and branching paths, and my brain kept asking "How does this make the experience fun?"

So after studying some videos related to game development and level design to see if I had been overlooking something, it clicked with me. Rather than focusing on a maze-like design from the start, I should focus on a clear linear path from A to B and then add branching paths and backtracking at a later stage as I deem necessary. This way I can make sure each level is clear and fun first, and then add complexity after the basic design is done.

I'm aware that this may disappoint some people who pictured the final game being more like early versions of the demo, but hopefully, everyone will understand that my main goal is to try and make as great a game as I possibly can, which I'm certain will make Wrapturous Adventure a better experience for everyone.

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