Livelihood

Solo Project, 6 weeks, Game Engine: Unity

The Challenge

During playtesting, players had trouble with picking up on how the character moves during jumps, as well as the controls (i.e. a “sprint jump” was in the code, but never properly introduced).

I had to see how I could introduce basic and more advanced controls to new players, as well as manage the steep difficulty in the beginning of the game.

My Approach

I designed and tested a tutorial section that players of any skill level could play:

  • Step by step introduction of game mechanics
  • Easy, manageable jumps with downtime between jumps
  • No hazards or pressure, no punishment for failing

Tutorial Level Design
  • Easy tutorial for keybinds
  • Jumps with lots of downtime
Level Layout Changes

To make this tutorial level fit with the rest of the game, I decided to revise the level layout on a macro level. This level layout underwent the following changes:

*Sections had design philosophies that made them feel more distinct from each other*Sections had transitionary areas to better separate them from each other.

  • Difficulty improvements
  • Planned level flow
  • Transitions between forest and cave areas
  • More vertical design for caves

The Result

Players were more engaged during play and less frustrated:

*Players picked up the movement better*Players felt more confident in their movement during play in later sections

AxoDesign

For all your games and more

AxoDesign

Livelihood

Solo Project, 6 weeks, Game Engine: Unity

The Challenge

During playtesting, players had trouble with picking up on how the character moves during jumps, as well as the controls (i.e. a “sprint jump” was in the code, but never properly introduced).

I had to see how I could introduce basic and more advanced controls to new players, as well as manage the steep difficulty in the beginning of the game.

My Approach

I designed and tested a tutorial section that players of any skill level could play:

  • Step by step introduction of game mechanics
  • Easy, manageable jumps with downtime between jumps
  • No hazards or pressure, no punishment for failing

Tutorial Level Design
  • Easy tutorial for keybinds
  • Jumps with lots of downtime
Level Layout Changes

To make this tutorial level fit with the rest of the game, I decided to revise the level layout on a macro level. This level layout underwent the following changes:

*Sections had design philosophies that made them feel more distinct from each other*Sections had transitionary areas to better separate them from each other.

  • Planned level flow
  • Difficulty improvements
Level Design Changes
  • Transitions between forest and cave areas
  • More vertical design for caves

The Result

Players were more engaged during play and less frustrated:

*Players picked up the movement better*Players felt more confident in their movement during play in later sections

AxoDesign

For all your games and more

AxoDesign

Livelihood

Solo Project, 6 weeks, Game Engine: Unity

The Challenge

During playtesting, players had trouble with picking up on how the character moves during jumps, as well as the controls (i.e. a “sprint jump” was in the code, but never properly introduced).

I had to see how I could introduce basic and more advanced controls to new players, as well as manage the steep difficulty in the beginning of the game.

My Approach

I designed and tested a tutorial section that players of any skill level could play:

  • Step by step introduction of game mechanics
  • Easy, manageable jumps with downtime between jumps
  • No hazards or pressure, no punishment for failing

Tutorial Level Design
  • Easy tutorial for keybinds
  • Jumps with lots of downtime
Level Layout Changes

To make this tutorial level fit with the rest of the game, I decided to revise the level layout on a macro level. This level layout underwent the following changes:

*Sections had design philosophies that made them feel more distinct from each other*Sections had transitionary areas to better separate them from each other.

  • Planned level flow
  • Difficulty improvements
Level Design Changes
  • More vertical design for caves
  • Transitions between forest and cave areas

The Result

Players were more engaged during play and less frustrated:

*Players picked up the movement better*Players felt more confident in their movement during play in later sections