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(1 edit) (+1)

I think the first handful of levels were very fun. I had a lot of opportunity to make my own decisions and find a playstyle that worked for me. The later levels started to feel like I was forced to play a certain way (again, I may just not have the skillset to see my options). 

Here are a few videos that reshaped my thinking on level design. Maybe there's something in there that you find useful too. 

Tips for open level design:

Your levels are essentially puzzles for the player to solve:

(+1)

Awesome

I went and fixed the major bugs, so with the companion now being able to use all weapons properly, the levels should be easier.

I will study the gdc talk you sent and rework some levels and add many more.

Thanks so much again!