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Devlog #3 - The Dark Mine: Level Design

Introduction

Welcome back to our third and last devlog. Just kidding but now we have your attention don't we. In todays devlog we will show you the level design of our game. We  really took our time for the levels as the players will spend most of the time playing them. So grab yourself a nice cup of yorkshire tea and enjoy this weeks devlog.

Quick Recap of the Mechanics

For those of you who haven't read our last devlogs first of all shame on you and second of all here's a quick recap: Every level is bound by the walls and there is one lightbulb to collect. If you do so either ba touching the lightbulb with an object or TORCER (the player) a second lightbulb pops up and that repeats for another lightbulb making the goal: Collect all lightbulbs. But theres a timer for every lightbulb which destroys the lightbulb when it runs out. The main mechanic is the ability to switch the gravity of movable objects, TORCER is not affected by it which requires you to solve levels using puzzle solving skills.

Level Progression

As you might have guessed we don't want to spoil all the levels but we are going to tell you the basic structures and ideas. Every level looks like this you may remember it from the tutorial. there will obviously be different objects for each level. We are going to show you some levels here, don't worry there will still be many unexpected puzzles to solve even if you read this.


This is level one. This level expands on the tutorial as you only have a box and TORCER


Level 4: In this level a new object is introduced, the jump pads. Very self explanitory, they fling you along with all movable objects in the air.


Level 7: A button, a breakable and a box wall is all you have. Try figuring this one out for yourself and write in the comments how you would solve this.

now the 10th Level is special. Every 10th level is special actually. Why? because these levels are the hardest ones, they build on what you learned but always have an unexpected twist. But you need to play the demo when it comes out to see it for yourself.

What's more to come

Now that you know how our levels work and maybe have seen a few examples if you were brave enough to click on the spoiler warning, you might ask yourself what's more to come. Take a look at these objects

What do you think these objects do? Are they dangerous or do they help? Do they affect TORCER or other movable objects? Or are they just asthetic? Who knows. Tip: The right one does more than just sit there so write in the comments what you think those objects do.

Conclusion

This devlog revolved around the level design and it was arguably the hardest one to write for us because we can't spoil the content as it will have 20 levels on release so showing off 5 levels is already showing off 25% off the games levels. Anyways we hope you liked this devlog inspite of the lack of content. The next Devlog is going to be: The Level Select. That's it for this devlog if you made it this far thank you. Now at this point we would tell you to follow leave a comment or read our last devlogs or add "The Dark Mine" to your collection but we are different.