Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I think what stood out for me wasn't just the creative level design or the unified art style, but the really great progression of each level, each one being progressively more difficult. This always feels difficult to do during a game jam, did you specifically test the level ordering to get the difficulty curve right?!

thanks for playing! while that wasn't something i specifically tried to test for, it was something i had kept in mind when designing and ordering the levels. from what i had seen from playtests, the early levels testers struggled on tended to vary (some even struggled a little on the first level!). there were some, like the introduction to moving platforms level, that i intentionally designed to be a bit on the simpler side to be like a tutorial, and people typically got those faster. i mainly used my own judgment to determine the difficulty of the levels. (part of that determination was how long it took for me to design the level.) i think the difficulty just tends to scale naturally as more mechanics and higher iteration counts get introduced. once all the mechanics were introduced, i intended for the final 3 levels to also get increasingly harder, in part through complexity of level layout, and in part number of iterations. and the final level specifically was just my shot at a challenge level. if i had more time, i would have liked to design more levels between that and the second to last level, since i think the difficulty jump is pretty apparent between those two.