Plans on developing the levels for the Full Game


So, I'm about to get started on making the levels for the full game. There were a couple of factors behind my difficulty in getting them made: Making sure the levels were at a good length, had a good flow, had a good set of puzzles and obstacles, and most importantly if they were fun. Originally it seemed as though I would need to make each level one at a time, and this led to the question of how much a level needed to be completed before supporters could test it out.

I had an idea of how to sort this though - Basically, I'll start off with template-level layouts, none of them tied to any chamber or theme of the game yet. I make a set number of rooms, make sure there's a beginning and exit room, and then rearrange them into a couple of different combinations of level layouts with the set number of rooms. Then I plan a pathway for how to get the player from point A to point B while making sure they go through each room.

Once that's set, I would release these mostly-empty levels as private test builds for supporters. Supporters can then play the levels and I'd gather feedback on time, flow, and such. After I decide where the levels go, I then update the look of the levels to fit the chamber and theme they're set in, along with changing the obstacles and enemies to fit as well.

Finally, if all goes well then the next is to polish up the levels and set them up to be properly connected with each other. Once that's done, the levels for the full game will be completed.


Here you can see what some of the different combinations of levels might be. You may notice that the level shows something like elevators - The reason for this is that I thought to perhaps avoid rooms you enter from the back wall or the fourth wall, and instead focus on level structures where the rooms are accessed from left to right with elevators or staircases. I think this can mostly help prevent possible confusion while traversing the levels.

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