Posted October 07, 2025 by SlyCrowGames
Last time, I was so excited to see the watercolor village come alive, finally — roofs, fences, a goose somewhere in the background pretending to help.
It looked lovely. It felt right...
It was completely wrong.
At least from a level design perspective.
After finishing that pretty layout, I finally put Zoti inside it. And I instantly realized that it was not playable =( Walking across the scene was just too long (35 seconds). The distances and pacing did not make sense once I viewed it through a player’s eyes instead of an artist’s.
I had drawn the detailed version before understanding the functional one.
That’s the mistake.
So, to not fall into the same trap twice, I went back to the design basics instead of immediately redrawing everything:
Basically, I stopped treating scenes as paintings — and started treating them as playable spaces.
Once I rebuilt the village using those principles, everything felt tighter, more purposeful.
Don’t get seduced by pretty mockups.
Draw faster, test earlier, and let playability lead the art - not the other way around.
🎥 The video version of this devlog: The Dumbest Level Design Mistake I Made (and What I Learned)