My level underwent some drastic changes between v1 and v2, I ended up scrapping my v1 and starting over as I believed it didn’t provide a good foundation for me to build upon, but that some of the encounters I made could be reused. Overall I think my changes made a significant positive impact on my level. For starters, I separated individual mechanics into their own sections where they could be introduced and interacted with at a steady pace, so as to not overwhelm the player. This structure was fun to work with because it was very modular and I could easily design short but fun challenges for the player to overcome with breaks and checkpoints in the middle. This also made the critical path of the level extremely easy to follow, as the Player was always looking for the exit door in every room. Some mechanics I thought were implemented well were textboxes, Chompers, Switches, and Doors. I implemented some text boxes that helped the player know what to expect, as well as provided s
Adding Keys Adding keys and doors had a great effect on my level in the transition from V1 to V2! Since my level was already laid out along a linear path, I had to make a detour that branched off from the midsection of my level in which the player acquired a key to reach the ending. I added a lava cave beneath my jungle that I themed around a mining site, with Drill enemies and lots of breakable blocks. It ended up being probably my favorite section of the whole level!! Adding Weapons Adding Weapons was really fun, because the new movement abilities allowed me to design new platforming challenges! The Weapons I chose for my 2nd level were Oil Slider and Charge Kick! I really liked the Charge Kick because the double jump both tested the player's timing and spacing skills as well as allowed me to design new kinds of platforming challenges! I chose the O Slider because I thought the surfing was so cool and that a surfing section would be super fun!! In the actual design of the level