Devlog oran



C21506079 Oran Sargesson


For the theme of my level I decided to plunge into darkness to create contrast in-between the levels the other developers in my group had made.While the overall theme of the game is neon and vibrant, I thought it would add a nice change of visual variety to do something sightly different to the rest of the levels. But as the theme of the game is neon and vibrant, the character model stays true to that with a vibrant blue which shines around the character throughout the level.

For my level I wanted it to be more on the difficult side of things due to my personal preference when it comes to enjoyment when playing games. Tight corners and hallways which requires swift and precise tapping of the keys in order to not hit the walls and be sent back to the start. Angled hallways going up and down are perhaps the most difficult part of the level which require even more precise movement.


At the beginning of the level after completing the previous one, the player is situated in a safe box where the player can move freely and not  touch the walls, this is seen as the colour of the walls is a different colour than the rest of the level and the same colour as the player character, the player can only see certain distance around the player at all times, illuminating the path forward with the neon glow coming from the player model. This was an intentional mechanic implemented to create a sense of unease for the player since they can't fully see the entire level in front of them at any given time. This also requires the player to pay close attention what's around them as they are traversing the corners since they can see what's coming up next because of the glow from the player.


As seen here the player has an opportunity to prepare for the next obstacle they must overcome. The corners were close together to allow the player to visualise what they are going to need to do in order to not not hit the walls, forcing the player to be more responsive and alert.



As the player moves throughout level, while it is fairly short, this was intentional due to the difficulty found when the play test was occurring, there is a section just before the end of the level that is the same colour as the safe box found in the beginning of the level. I put this here for the player to feel more at ease as they just had completed a difficult portion of the level, this particular part of the level almost acts as a bridge between the two portions of the level that people had the most difficulty with during the play test which prepares the player for the end of the level.

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