Further thoughts on level design
The last blog was about pattern design. After testing even more patterns, I found that players enjoy patterns that take the height of the screen, giving them lots of choice and targets to hit. These also allow players to focus on avoiding the jaws if they need to, whilst still collecting coins!
This is all well and good, but I decided on designing segments in this way because I wanted to take control of the game’s difficulty, something I’d have difficulty balancing if it was left to chance. Controlling the difficulty is helping me to encourage the players into a flow state, where they are given both challenge and reward over an extended play session.
I’m able to sort my coin patterns into groups and present them to the player in sequence. To allow for an enjoyable experience, I can group them into difficulty – allowing struggling players to practice on patterns that are designed to teach the game. Likewise I can offer greater rewards to players who are willing to play in a riskier style.
Currently, I’m experimenting with a game flow which presets players with two ‘easy’ segments first, to get then up to speed. Then it will present one of a group of preset ‘scenarios’ – a group of segments designed and grouped together to elicit a particular play style. Maybe you’re tempted close to danger, perhaps you have to aim for the centre of the level, maybe you have plans to follow. Completing one scenario will move you on to the next.
The next related system I hope to develop will give me more control over the presentation of these scenarios, so players are rewarded with the opportunity to relax and score big after completing a difficult segment.
The game is becoming more fun by the moment, which is great! The core concept has always tested well, but by approaching the overall flow design in this way I hope the game will be engaging for a longer time and the different ways to play will be more apparent to the player at an earlier stage.