Before developing the level we must choose which elements will be taking place during this level concept, for example, platforms, spikes, which enemies and such. This way we can organize our resources and aim for the desirable experience.
To do so , be must choose a skill theme to focus our level. This concept is from Patrick Holeman CCST, note that I will not fully embrace the framework to define the level, but many of the definitions and elements I could mention would derive from it, a clear example would be how I will define enemy evolution and expansion ( for this practice I will evaluate the status of challenges based on external factors which could difficult player action against the entity ) . With this said let’s continue.
Also this framework will allow us to identify the pacing and cadence of our challenge, and therefore balance any undesirable outcome.
The skill theme will be movement and distances, the challenges born from this guideline will fit perfectly with the mechanic created. Let show you an example of a challenge that could be really good but will not match with our theme, at least at the very first step of our level:
We have already seen this example, and even though there are distance components, a key element here is timing. Does this mean we cannot use this in our level? No , in fact it would be a good idea, but we should not introduce it until the player has been familiar with the new mechanics and anything that we want to teach him/her.
Lets choose some of the level elements seen in the Donkey Kong franchise: