Level Development - Tutorials
Developing the tutorial levels was one of my largest focuses during the project. Although the game revolves around failure as a learning tool, I believed it was important to set players up for success as much as possible and keep gameplay intuitive.
My first step was to create a list of all the mechanics the player would need to learn to complete the game. I then divided them up based on where they first appeared in the game, and designated at least one level per area to teach the player the essential mechanics.
The first level in the game is simple, it introduces the player to the game's movement system, the first NPC, and the the first hazard. To keep the introduction to gameplay from being overwhelming, I wanted to introduce as few mechanics as possible.
The player starts off close to the hazard, which is marked by the UI as well as pointed out in the dialogue of the game. Reginald moves slowly and starts quite far from the hazard, giving the player ample time to reach it and understand how exactly to deactivate it.
The design of this level stayed consistent throughout production and testing, the main additions being UI and narrative rather than level design changes.