Abyssal Ruins
SUMMARY
Abandoned in the depths of the sea in a forgotten city, this ruinous cave temple is more than meets the eye. Suspiciously unsubmerged unlike its surroundings, the temple is made of weathered rock and marble but still feels... alive? When the water rises, there will be more than just your fellow players to watch out for.

INTENTS AND CONSTRAINTS
Intents
Constraints
- Make a simple level with not too much going on
- Allow for the players to have many spaces to move and traverse the level from anywhere
- Create a somewhat enclosed area so the players never can fully get away from each other
- Allow for ways for players to force each other into environmental hazards
- One week to sketch and design the first version of the level
- Must allow for the players to utilize the warping mechanic of the game on both top/bottom and left/right of the stage
- Must have at least 1-2 interactable elements/mechanics in the level
- Must be able to access all portions of a level without needing to warp
Reference Gathering













Design Breakdown

Center/Focal Point
The center of the stage is where the interactable portion of the stage comes into play. The eye in the middle would be an object the players could hit as well as a platform for them to utilize. If a player hit the eye, one of the gems around it lights up. When all of them lit up, the eye would cry and flood the stage with water, causing the physics of their movement to change drastically.

Top/Danger Zone
The top of the stage (at least at the beginning) is mostly just another area for the players to navigate throughout the round with stone urchins up in the two corners. Once the level fills, however, the urchins come to life and become an obstacle for players to use to their advantage or avoid. They do not like intruders so when a player gets close, they have just a few seconds to escape or risk taking damage when the urchins extend their spikes.
Design Breakdown (cont.)

Bottom/Platforming Area
The bottom of the stage is meant to be a relative "safe zone". While there are wany ways to get around and stairs to climb to the center, there's only a few platforms to stop someone from warping into the top and players up above can try to get the jump on anyone in this area. There is not inherent danger and quite a few places to maneuver to, but one wrong move and a player could end up at the top and/or in someone else's sights.