
TREASURE BLOCK
You find yourself in an ancient tomb full of dangerous obstacles, levitating environment, and mystical portals, but this is just another day in the life of a treasure hunter.
In my level I decided to present various mechanics in two separate sections that are blocked off from each other. At the start the player is shown exactly how high they can jump with no threat of getting stuck or being killed. The spikes in the first room are introduced to the player but there are unreachable and are just for setting the mood of the level. Next they are given a small test of skill when a moving platform is introduced, now they have to get used to timing their jumps in order to progress through the level. The player is shown a gate blockade, displayed in a different color than the walls to differentiate the two. At the end of the first section the player is basically given a midterm test on everything they've learned so far. Now there is a threat of being killed by the spikes first introduced in the player start. The player must time their jumps perfectly to grab a key to the gates blocking their path.
Only to find complete despair that there are two gates safeguarding the treasure! Now armed with their mastery of jumping and timing the player is shown the new elements of the level, teleporters and jump pads. The new elements are introduced in a harm free scenario to demonstrate how they work, you need fuel to power the teleporter, and then they will teleport them to the matching color portal. Since nothing too extreme is introduced they are thrown into their final test that combines all elements of the previous section mixed with teleporters, jump pads, and moving variants of both.
Finally the player will reach the final gate key and have access to the final teleporter, which does not require fuel, and the treasure is theirs for the taking.
Finally the player will reach the final gate key and have access to the final teleporter, which does not require fuel, and the treasure is theirs for the taking.

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