General Level Design Philosophy (Hypercasual Variant)
Level 1 (Introduction to the new mechanic of this planet + Lifeline that helps players deal with the new obstacle)
Level 2 (Players get to play with the new introduced mechanics with lesser hand holding (no pausing of the game to show players what they must do / reminding them of the new mechanic, simply a visual indicator))
Level 3 (No more hand holding for the mechanics for this level)
Level 4 (speed increase to give players a taste of the next planet)
Level 5 (Every planet's level 5 has a Gargantuan Asteroid with a big word that splits into two smaller ones)
Planets 1 to 10 have a new mechanic / obstacle introduced on all their level 1s.
After this new mechanics / obstacles are introduced at planets 15, 20, 25, etc.
Link for spreedsheet table with the planning in a better format - here
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