Devlog #2: Level Blocking


Movement is important in a game, but its for nothing if there isn't a space to move in, which is why following solidifying player movement (and really even while doing it) I've been working on some basic level structuring to play with the player's physics and movement!



This is an image of the game's first level, it's designed very simply due to it being the first stage of the game. However that doesn't mean that it is basic, quite the opposite, this stage is designed to give players different ideas on how to reach the goal, as falling off the platforms will cause the player to die and the stage to restart, but with the ability to change the direction of gravity many ways of reaching the goal emerge. Flip gravity up and down and hop over the platforms? set the gravity to pull the player to the right? another way? all completely valid ways of reaching the end of the stage and moving on, after all a good puzzle can be solved in many different ways.


Stage 2 will use a more traditional approach to make sure the player well and truely has a proper understanding of how the gravity swapping mechanic works, so they'll have to swap gravity to each of the 4 directions to get to the goal. Once the player beats this stage it can be confirmed they have a solid enough understanding of the mechanics involved to be able to start doing many more interesting things with it!


Observant readers will notice the player now has a big red arrow on it, that was an idea that was suggested during playtesting as there was a big red arrow in the top right of the screen, even that was easy to miss for some players, so having it front and center on the player object makes sure the player absolutely knows where gravity's pulling them to!

See you in the next devlog!

Files

build.zip Play in browser
May 07, 2021

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