2D Platformer Level Design Tips!
- esb690
- May 12, 2022
- 2 min read
I've played a lot of 2D platformers, but I haven't designed one before, so I searched for some tips to help me design my first level. My notes:
Keep it simple
The challenge should be in the game itself and not how the player interfaces with it. If the controls are simple (such as a jump button and left and right movement buttons only), the player will be able to intuitively react to the game’s challenges without having to first remember which buttons to press. This applies to UI design as well.
Easy to see
Make important elements very easy to identify. The player, enemies, items, platforms, etc, should all stand out visually from the background and one another. Information on the HUD should be minimal and readable at a glance.
Collision Boundaries
Make collision boxes big for friendly objects and small for enemy objects.
Be lenient
Allow players time to react, let them jump slightly after walking off a platform. Also, in a platformer, players’ actions should lead the animations, not the other way around.
Power-ups
Give the player power-ups. Players like collecting things.
AI
Keep AI simple. Enemies should be easy to understand quickly.
Have a story in mind
The story will dictate the art style and goals of the game. It can be simple, one line could do.
Choose a visual theme
Make a list
Make a list of what you want the player to experience in the level. The list should include specific items and general items.
Specific items usually occur once in a level.
General items occur more than once in a level
Also, write how many times each item occurs in a level.
Make a layout
Draw a rough map of the level, keeping it simple. Show the path the player will take. Then add locations of items and complexity to the level.
Build the level
Build the level based on the layout and list. Play test it. Once you’re satisfied with it, start to add visual details and audio.
This video is short and well worth a watch if you're trying to design a 2D platformer level.
Clear Level Design
Make it clear what is part of the level. Use pickups to lead the player. Keep terrain simple.
Difficulty
Don’t make jumps require pixel perfect precision. Place enemies with enough space to deal with them. The difficulty should come from skill challenges, not confusing design.
No leaps of faith
If the player needs to jump/fall off-screen, indicate this. You can use pickups, background elements, or signs.
No pointless dead ends
There can be a dead end in the path if there is a reason, such as a power-up.
Difficulty curves
Start the game easy and escalate the challenge gradually. As you introduce design ideas, ease the player into them. For example, a falling platform may first be over safe ground, then next over a pit.
Stage gimmicks
Try to add elements that are unique to each stage, such as moving platforms or springs.
Risk and Reward
Make sure to reward the player. Make a difficult, optional section of the stage with a greater reward.
Set Pieces
Larger visual assets can bring a stage to life.
Tomorrow, I will be drawing up concepts and constructing a level in Unity, using the Corgi Engine.
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