DownWell Level Generation Study (S.I.P)
Note; (S.I.P) study in progress.
It would seem that the usage of not many enemies, having areas where you can't break blocks (on the sides, further away from the center area) keeping safe zones of possible landing spots from some points. On the other hand the system also has a sparse rewards for it's beginning level and a lot of enemies, something of which I didn't notice when first playing.
The player is small and is able to fit into other areas along with the fact that the levels are much longer and given more details besides having enemies about the place.
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