Super Meat Boy Design Notes Level Design #1
The levels are designed around intimidation factors but still focus on getting the player used to the base mechanics and even sets up the level with alternate paths to get to bandage girl. You have the levels designed around encouraging the player to get used to the controls at first along with the fact of introducing the intimidation factor.
Design notes for
World 1; up to LV9
Set up
The set up levels prepare you for the next worlds over, this style of level design is to put the player in a position of learning the lay of the land before jumping on ahead.
Pay off
The pay off softens the blow and how hard they feel to play.
Level Size
Levels are often big and in the first world are very vertical while the hospital is very horizontal for it's levels but still big; the size of the level matches the movement type the player will be going through.
Enemies
Besides the bosses, basically none; the game is designed around challenging you platforming wise, not enemy wise.
Speedrunning?
This category is here because of my speedrunning attempts with this game and it's single level runs; they're difficult and require a lot of learning the timing of inputs. Levels go from an easy tutorial levels in the beginning to a question of, "how do I optimize my button presses? Right I wall slide a little, then wall jump and repeat the same process over there but smaller hallway"
The most difficult levels don't become the ones with the spikes and buzz saws but rather the levels with little to no actual threats.
To note
I have played a lot of platformers so any kind of improvements or understanding how to move in said game type is easy for me because I know what I'm getting myself into.
Comments
Post a Comment