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How to Create a Good N Level

Step 12Don't Do What Donny Don't Does

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  • too_many_tiles.jpg
  • too_many_objects.jpg
Take a look at the images attached to this step. They are meant to help illustrate some of the problems you can encounter when editing tiles and objects.

In the first image, the level's tiles are interesting, but the 'H' design is obscured by the embellishments. The overall effect is a bit overwhelming, and causes the eye to jump all around the level randomly. Sometimes, as you're finishing a level, it becomes clear that there is a conflict between more than one focal design: as a good N level designer, you need to know when to separate your ideas so you can give each design concept the spotlight. The cool, spiky tiles in this image might work better in a level where the graphic effect is less structured.

The second level suffers from too many objects disease. Each bounceblock and one-way platform is pretty much entirely superfluous, and so they can be removed without loss of gameplay quality. Though the placement of objects is fairly consistent here, they still detract from the clarity of the level's design.
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Author:metanet
An Independent game developer based in Toronto.