Day 9


Today, my focus was making sure all mechanics were being taught properly. Which obviously brought me to the asterix, which as ive said before is hard to explain. 


So showing the player that they have to use it is quite hard. The only way I could think to do this, while maintaining some difficulty is the new level 7. This level locks the move command, so the player cannot add any new move commands. Instead, they must use the 3 move commands inside the Asterix. Along with this, I took the opportunity to teach about reverse conveyers. Creating a level I am quite happy with.

The new mechanics I made for this tutorial, Locking instructions on the paper and from being placed open the way for many more challenge levels. I just need to be careful not to introduce these mechanics here and never use them again. So going forward I will keep these new restrictions in mind.

I took inspiration from This video by Game Makers Tool kit, and how he designs and orders levels. So I created a google sheet with all the levels.

 Each slide highlights 3 key points:

-What the level teaches

-What the level requires

-And what the level rewards (Stars)

Using this should make it easier to identity what order to place levels, and if any mechanics need more tutorials.

I am hoping to have 10 set tutorial levels, 10 advanced levels then more challenge levels if I have time.


TLDR:

-Locking instructions

-Level design is getting easier


For tomorrow:

-Make more lock based instructions

-Make a level that rewards but doesn't require swap.

Get Instructions Not Included

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