If I was a better level designer, that would be a great...
Tue Jun 15, 2021 10:06am

way to show new features to the player. Give them a spot to learn it so that they know how it works in the future (or know to look out for it.) I remember reading the first level in the original Super Mario Bros was designed like this. It showcased jumping, enemies, pits, star power, mushroom, flower power and pipes so that the player would get familiar with them.

I'll probably end up doing a some what combination of the both. I'll try and introduce things in a "teachable" way during the regular game play but I'll most likely also tack on a tutorial section like I did in the latest unfinished version of Wry 3.

    • I've seen games do that the first time - Puckdropper, Sat Jun 12 2021 3:28am
      to "teach" the player that there's a walk-through wall. The next time, they do just what you did. OTOH, some successful games do go for the inescapable chamber approach.
      • If I was a better level designer, that would be a great...- Erik_, Tue Jun 15 2021 10:06am
        • People read tutorials? - Puckdropper, Thu Jun 17 2021 2:41am
          Before they're stuck? I just don't understand them... People that is. Some will read, some won't but they'll all play the game. The cool thing about the first level was it did all those teaching things but still felt like "level 1" of the game. Some games have a "teaching" mode that feels ex... more
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