2D Masocore Platformmer
中国大陆点此观看 link for mainland china
Level Designer, Programmer
There are many types of 'I Wannas,' and I view mine similarly to a Dark Souls game: the designer creates traps to challenge the players, and the players find enjoyment in overcoming these obstacles."
Level Layout and Difficulty Curve Design
I designed the level layout, difficulty curve, and potential speedrun routes based on jump parameters. I also guided players to gradually familiarize themselves with the trap distribution, enhancing their skills and making the game feel both challenging and rewarding.
Incorporating ACG Culture and Creating a Humorous Atmosphere
I integrated popular memes from ACG (Animation, Comics, and Games) culture into the level design, such as Genshin Impact icons, a photo of Hidetaka Miyazaki, and quotes from classic anime series. I combined these elements with humorous sound design to create a playful atmosphere.
Credit
Me: Game Design/Level Design/Programming/Art
Yuting Dong: Sound Design/Audio
Design a platformer level that is very difficult but will keep players interested in challenging the game and entertained.
General Procedure
Step 1. Design basic level layout based on ideal player path.
Step 2. Add basic spikes as input and dexterity challenge.
Step 3. Place traps and distribute them into the level.
Step 4. Place obstacles to prevent players deviate from the standard path, and create a more difficult speedrun path.
Step 5. Combine and test different types of traps to play with player expectation.
Step 6. Refine details through playtesting, looking for potential bugs. Adding art and sound effects for final results.
Step 7. Level complete.
The key to the entire level design is subverting common perceptions of traditional designs.
For example:
1. When the game begins, the player will instinctively try to jump over the first spike, expecting it to be stationary.
2. However, the spike suddenly moves and kills the player.
3. This moment shifts the player's perception from "spikes are stationary" to "spikes can move."
4. As a result, the level’s vibe evolves from being about simply jumping over spikes to being about how to outsmart these tricky and unorthodox traps.
5. Player learned about this through the first trap of the level.
There are 7 crystals distributed throughout the level, each designed to trick the player in a different way. When the first crystal flies in from outside the game frame, players learn:
- Crystals are harmful.
- They need to be cautious of other crystals.
2 crystals are partially visible at the bottom, like a hidden surprise. The player wonders:
- Will these behave like the first one?
- I need to be more cautious.
The bottom crystals don’t move, but a crystal from above falls and kills the player, accompanied by the sound “Genshin.”
This sound effect is the first half of a famous meme from the Genshin Impact community. The complete quote is “Genshin, Start!”
Players familiar with the context will anticipate that the second half, “Start,” will soon follow, adding an extra layer of tension and humor.
The player anticipates the next crystal, but its speed doubles, catching them off guard. Players often forget this trap, even after experiencing it multiple times.
The player is now unsure if the crystals will move.
This time, it stays still, creating mental pressure.
A crystal appears while the player is being chased by a slow enemy. It doesn’t move, but signals danger, making the player anxious.
A combination of a static crystal and a tiny spike creates a medium difficulty challenge.
It serves to balance the more gimmicky traps with straightforward obstacles, keeping the gameplay engaging without overwhelming the player with constant surprises.
Near the end of the level,
the crystal’s sprite shakes slowly, drawing the player’s attention as they near the goal.
However, it doesn’t actually do anything. Instead, while the player is focused on the crystal, another trap suddenly appears, surprising the player in an unexpected way
By using the same object in various ways, I created different gameplay experiences.
When the player finally beats this level, they’ll feel a strong sense of achievement, having improved their skills and understanding of the game throughout the process.
Items are typically useful, but in this game, they bait the player into checking what's inside, only to trigger a trap instead. This subverts the player's expectations and keeps them on their toes.
Chasing Threat
A slow-moving enemy chases the player, creating a sense of urgency. The slow speed is deceptive, making the player nervous and more prone to making mistakes.
Scarce Save Points
With only one save point throughout the level, tension builds as the player progresses. As they get closer to the end, their anxiety increases, making every move feel more critical.
To avoid overwhelming the player, the platforming elements, like jumping over spikes, are challenging but not overly difficult, keeping the level entertaining and engaging, giving the player confidence to succeed.
Non-Damaging Jump Scares
Some traps are designed to scare the player without causing any actual damage. These jump scares often lead them to panic and make mistakes on their own, effectively outplaying them without direct harm.
Proper Usage of Memes
Selected appropriate memes to match the game's funny vibe, enhancing the overall atmosphere and adding to the humor.