Weekly Devlog II: Week 3/4 (Part 2)


Welcome to the second part of the 3rd/4th devlog... or... wouldn't this just be the fourth devlog...? It covers the same boat.

For this week I'd like to showcase what is left regarding our 20 levels for the game. As it stands, we are roughly over halfway done with the levels. As I've mentioned before, we have split the levels in four phases (5 in each) to differentiate them -- they have unique obstacles that build upon each other, growing harder over time. 

What I'd like to do today is, rather than strictly talking about the levels, show some of them:

Level 6

This is an in-engine look at one of the levels. Tyro has done a wonderful job piecing these together, and in-game they play very well. Would you believe me if I said the level of detail was so well done, it looks almost identical to the concept art? Take a look:


Talk about craftsmanship, that's how you make shapes. My concepts may not be the most exquisite of art, but they sure get the job done. Have another look at a couple other level concepts (in progress right now!):

Now, of course, I wouldn't want to spoil too many levels, but this should give a fair bit of insight into the general philosophy of the levels, how they function, how and where you can build up speed. I like to think of the level design as constructing a playground, where the player can utilize tools placed all around and figure out ways to get to the goal. There may be intended paths, but it's up to the player to get through as fast as possible -- by any means possible.

We should be finishing up the levels overall within the next couple weeks. We're very excited to let everyone get their hands on this fresh batch of levels, and play the game in a more finalized form. Tune in next week for more.

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