New levels - more of the same or completely different?
Author: sir.patman,
published 5 months ago,
So, we have a game that should have multiple levels. It sounds pretty simple, but what should we do with them is [i]an_ocean_of_possibilities[/i].
[b]Should we make them mostly similar but gradually more difficult? Is a little twist enough to keep players interested? At what point does a difference stop being cool and become weird?[/b]
[h2]Multiple similar levels are also an idea![/h2]
Of course, every game designer wants their game to be the best possible. We should find the best possible level and discard all the worst ideas, leaving nothing but the gold nugget. [b]But how about all these players, who expect something more?[/b] We can't just change art and pretend to have multiple levels, can we?
Turns out we can! Some games go precisely this way, and there is nothing wrong! Let's think about [b]Icy Tower[/b], a legendary (at least in Poland) game about a character climbing a tower, where the only change is the speed you have to climb with and the skins of the biomes.
[previewyoutube=G7dRrWOmMvI;full][/previewyoutube]
In fact, characters work the same way; you can choose from many very interesting creations, and many players swear they have different stats, but it was just a matter of other sprites. [b]Different visuals help keep things interesting, while the same mechanics let the player flow.[/b] Yet another pros is the cheap price of that method. Clever, huh?
[h2]Different levels are more challenging to implement[/h2]
We didn't go this way. Another approach is to make each consecutive level a bit harder, adding a tiny piece of mechanics, but generally, let the player do the same as they did until now. [b]You can boost the stats of enemies and add some new types, but in general, let them enjoy the initial idea for the game for its whole longevity.[/b] And that is a safe approach.
[img]https://clan.cloudflare.steamstatic.com/images//44618934/de11b21e5577cac8c4296bef05b0231a9980cec4.png[/img]
If you liked the beginning, you would like the rest of the game, while new content and twists keep things fresh for much longer, so you don't have to worry about players offended by the ctrl+c ctrl+v reskins; you play exactly the same. [b]And there is yet another approach, the most costly, risky and challenging.[/b] To make things dance on their head at each level. To really change the rules. So why did we pick exactly this solution?
Let me be more personal for a moment. [i]I _love_ different[/i] forms of procedural generation. [b]Not because it's cheap or easy because it's not.[/b] I love to mix various elements, puzzles, and modules (see what I did here?) of the game in a free and often unexpected way because of the thrill of the new.
[img]https://clan.cloudflare.steamstatic.com/images//44618934/47265cbaadbd28556268e203199ad855c2cc8ce3.gif[/img]
Because of that moment of discovery and enlightenment. Because although you can still keep your favorite element (let's say your favorite character, Yumi), you can play through multiple possibilities. [b]And if you ever feel more adventurous - you could always take another character, Rina, to the well-known levels.[/b] But hey, now they taste a lot different than before!
You see, having different moving gears you can pick during gameplay means more than just different stats, skins or difficulties. [b]It means [i]to _play_ different[/i].[/b] To think about your strategy. Use your powers and possibilities in a new, exciting way. To discover a new forest, although you walk between the trees you already know. To cook a new dish from the same old ingredients. To add some spice. To check what's behind the corner. To feel the shivers of excitement again and again.
[h2]Let's get a little crazy![/h2]
We believe in diversity. [b]Making a new mechanic and building a level around it is more laborious than just twisting things a little bit.[/b] It's risky because if a player likes your first level, you have absolutely no guarantee that they'd like the second, with different rules. However, we went precisely this road, and here is why.
I am a huge fan of so-called survivors. Defeating countless hordes of enemies, gathering new toys and surviving in an intense mayhem. [b]But, there is little variety between their main formulas.[/b] Survive as long as you can or just long enough; the area is restricted or infinite, and that's about it.
Of course, there is a twist here and there, but nothing really game-changing. This is the main reason many games in the genre feel the same. [b]There is a lot of underused design space in the designing/main goals of the levels.[/b] I know only some people will like all of them, but we just had to push the boundaries a little and make every level genuinely unique. Give it a chance, and you may discover a hidden gem. Maybe in our W.A.N.D. Project :)
Don't forget about [url=https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2F746Rs9NPzt&snr=1_5_9_]our Discord![/url]