Thoughts on level design
Alright... So, I've played a bit of Hollow Knight... I Defeated the False Knight and got my first spell. And I'm not sure if I'm fan of the idea that using a checkpoint resets everything.
My idea for Ako was that checkpoints reset the level in front of you if you die or if you press the reset button, but everything behind you remains as is. Of course, this can only work if the checkpoints are distributed linearly. Like, if the checkpoint is in transitional (chokepoint) areas, which are mandatory to pass or, if there are only checkpoints in the start of the levels, BUT levels are shorter. So, a level is limited to one puzzle or maybe 3, kind of like Vault: Tomb of the King. But I mean, it's not like I made it easy to die in Ako... If you go down to 0 energy you get 3 seconds of speed boost, invulnerability and after that you get improved vision (seeing where certain enemies are) AND I even slow down the game by 10% (I have ideas for different difficulties) BUT you are one hit, so you have to look for a source of energy (currently only checkpoints and doggos, but I have my plans)
I'll start my making a level and testing it, if the game is too hard without frequent checkpoints I'll have to make it more linear, if it's not then we can have a whole labyrinth going on.
- Csaki01 -
Ako v0.09
Ako, a game...
Status | In development |
Author | Csaki01 |
Genre | Platformer |
Tags | 2D, artgame, Atmospheric, Dark, Experimental, Exploration, GameMaker, Side Scroller, Singleplayer |
Languages | English, Hungarian |
Accessibility | Color-blind friendly, Subtitles, Configurable controls, High-contrast |
More posts
- Optimization In ProgressSep 17, 2021
- Progress Post Closer to Demo LaunchAug 17, 2021
- Progress Post Before Demo LaunchMar 19, 2021
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