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Terrain and the PlayerEdit

The environment has two primary effects on the player:

  • Movement: While the player is charged, magnetic objects in the level will provide an anchor for them to pull themselves to, and they will be able to run along magnetic surfaces.
  • Hazards: Spiked areas in the level will cause the player to "die", resetting them to the beginning of the level or the last checkpoint they passed.

Other ideas for level interactions that aren't meant to be implemented:

  • "Grounded" walls: Cancel bursting, sap charge from the player (dead zones)
  • Burst reflectors: Reflect the player's burst direction when they are bursting
  • Burst amplifiers: Increase the player's burst duration or velocity when the player passes through them

LevelsEdit

The first two or three levels should be focused on the player learning how to use the burst and charge mechanics, discovering how to avoid specific placements of hazards, etc. In these earlier levels, each challenge should be visible to the player from a relatively safe location, so they can plan their way through the obstacles to the next safe location. In the later levels, however, once the player has been given time to understand the general movement techniques of the game, challenges should start to be strung together in longer, more complex, or more precise chains, so that the player has to react to the level instead of being able to plan their route and show greater control of their movement abilities.

Also see Game Flow

Concept ArtEdit

Explain environment design influence and intent.

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