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Note:topic of this thread changes for new stuffs after one week or 2.
Hello again! As topic says lets tlak about one of most iconic level design in history!
Refrence from Here.
What make this level a good level?
first player spawn location. It has a good distnace from first enemy,a gomba, which lead player learn the game in start.
When player reach the gomba first time,they already learn how to move and jump. When they hit gomba and die they think,"what should we do?" Next time they try to find a way.
When they hit first item block and get their first mushrooms. When they suddenly become bigger its feel really great. Now you are bigger than gombas!
the level let you find hidden stuffs and items as you want. It don't limit you except you can't turn back(in first version it was like that.)
I'm not much know the art of level design. I like platformer games when they give you freedom and never make points hard to get!
so lets talk about this.
Hello again! As topic says lets tlak about one of most iconic level design in history!
Refrence from Here.
What make this level a good level?
first player spawn location. It has a good distnace from first enemy,a gomba, which lead player learn the game in start.
When player reach the gomba first time,they already learn how to move and jump. When they hit gomba and die they think,"what should we do?" Next time they try to find a way.
When they hit first item block and get their first mushrooms. When they suddenly become bigger its feel really great. Now you are bigger than gombas!
the level let you find hidden stuffs and items as you want. It don't limit you except you can't turn back(in first version it was like that.)
I'm not much know the art of level design. I like platformer games when they give you freedom and never make points hard to get!
so lets talk about this.