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Project Set Up
​​The intention with this project was to learn Godot by altering a basic 3D platforming template and give it a unique gameplay mechanic that I then would create a level around.

Core Gameplay Mechanic
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Fall in's Core Gameplay Mechanic is that you can teleport to the top of the level when you fall to your death as long as you land on a platform between each fall. This level was created to showcase how this mechanic can be exploited in a fun way.

​ Introducing the mechanic​
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Mechanic is introduced by forcing the player to fail a jump.
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In case they miss it the first time, they're onboarded again with more obvious conditions.
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Coins are used to guide the player and reward them.

​Affordances of platforms
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The distance between platforms communicates whether it's a single jump, double jump or fall.
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The height between platforms communicates if you should jump or fall
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The distance between platforms was calculated to make the player feel like they're flying through the level.

​Challenging the Core Gameplay Mechanic
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Choose your own approach.
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Precision falling
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Timing
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Speed

​ Introducing exploration
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The platforms are barely visible while the reward remains secret.
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Getting the secret is easy.
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Getting back on track is also easy.

Contributions
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Technical Level Design
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Scripted various platform features
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Level Design
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Implemented the falling and respawning mechanic into the level design.​​​
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Paced the level to onboard new features and challenge old ones.
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Built the level with intention to give the player enough time to asses the situation while falling.
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Implemented an explorational aspect by including hidden platforms for bonus points. ​
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Gameplay
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Re-programmed the kill volume to switch between respawning the player at the top of the screen and killing the player. ​​
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UX & Camera
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Implemented sounds for different actions and platforms.
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Changed the camera set up from 3D to 2D.
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Added "purple star" VFX to the player to indicate wether the player can respawn during their next fall.
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Reflection
I had a lot of fun working on this level. As soon as I had a mechanic in mind, I put a bunch of different challenges into one level and then tested out different things so I knew what to keep and what to archive. Once I knew what to keep, however, it wasn't that easy to put it all into one level without disrupting the pacing, so it turned out to be more of a challenge than I thought.
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I would love to come back to this project in the future and expand it into a full game.

