INTENTS AND CONSTRAINTS
Intents
Constraints
- Make a level based around mostly paltforming
- Force players to continuously be on their toes and moving unlike other levels where staying in one area is a viable option
- Create a wide open space for players to harness their movement skills, but still allow a bit of a safety net for less skilled players
- Allow players to set the pace of not only the fight, but of the environment and its many facets
- 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

Upper Hanging Platforms/Buttons
The top of the stage are two platforms hanging by ropes that move slightly with the players as they move. On these platforms are the buttons that will activate the current set traps on the platform below, as a pseudo "control room" almost. There is bound to be a few fights over control up in this area, but players can easily fall into the fray from these platforms whether intentional or by being chased off.

Main Platforms/Trap Zone
This middle section is where all the traps will be set. This area focuses on a player's ability to use their platforming abilities (much like monkeys/animals swinging from tree to tree) to avoid traps and other players. At each round start, two random platforms are set as traps (either fire spit, quicksand, or disappear) and will glow that trap's color. Once a button is hit, the traps will activate, and once they are done, two other platforms are selected with a random assortment of traps and the cycle begins again.
Design Breakdown (cont.)

Bottom Level/Safe Zone
The bottom level is more or less a safe haven for the less platforming inclined players. These platforms would not be trapped and would be a bit of solid ground for the players to stand on. Whether they intentionally head down there, or are pushed there by a trap or other player, this is a place to gain a solid recovery moment, or solid footing for an incoming encounter.