Level Design Part II: Abriged Reality (Lessons from Castle Grayskull & the Cat’s Lair)

Platforming edges in "The Forgotten Cliffs" level in TLoS

Level Design Part II: Abridged Reality (lessons from Castle Grayskull)

Continue reading “Level Design Part II: Abriged Reality (Lessons from Castle Grayskull & the Cat’s Lair)”

Crossroads | Play Gimmicks v.s. Play Mechanics

“Marketing took forty dollars from me; however, they lost out on a couple hundred more I would have spent over the years, had they not punked me with a gimmick.”

“With entertainment titles Step 2 aims to develop games that are enjoyable to gamers first, followed by monetization. That in mind, the play mechanic of the mech and solar charger had to be cut.”


Over the weekend while designing my concept level, I reached a major crossroad in how this game plays. The issue is that while being a key character to the story, the mech has become a cumbersome concept. Here is a breakdown of where this went wrong: Continue reading “Crossroads | Play Gimmicks v.s. Play Mechanics”