As Game Designer, I created 17 of the 19 levels of the game. I also designed all the puzzle elements (switch mechanics, invisible platforms, lasers, and color switches). Furthermore, I developed via C# scripts the major features of the game, such as the change between Live and Evil, lights, and collisions.
Live & Evil is a puzzle plateform game. This means that the player must both understand the puzzle mechanics and successfully complete jumps on platforms, which can sometimes be complex. It is therefore essential to build the levels well; we do not want to overload the player by teaching them a new mechanic while inflicting them tricky jumping mechanics.
To solve this problem, I decided to start with a certain scheme: every 4 to 5 levels or so, I make a loop on a new mechanic.
- The first level presents only the mechanics, with as few elements as possible. The level is almost empty, there is no « noise » and the player is not disturbed by the new mechanics. The player discovers.
- The second and third levels aim to reinforce the player’s understanding. He starts to realize the implications of the different elements, and this also assures us that he has truly understood the first level. I have found that by playing new players as the game develops, passing the first level of the loop does not mean that the player has understood. Therefore, with these levels, the player assimilates.
Then I finish with one or two levels to close the chapter. These levels are very specific because, in addition to the puzzle dimension, an « action » mechanic is put in place. The level is designed to be complex enough so that player spends time on it (either with a puzzle that is difficult to complete intellectually, or with a difficult puzzle where you have to jump precisely without falling). The levels are deliberately frustrating, but it is a beneficial frustration. The player is happy to complete the puzzle, gains skill, finishes the level having understood the pattern and is eager to learn more. While the player’s enthusiasm increases, a new mechanic can be introduced.
Let’s see with a diagram how we achieved this effect.