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How to Create a Good N Level

Step 5What Makes a Good N Level?

What Makes a Good N Level?
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N level authors generally agree that it's easy to make an N level, but much more difficult to make a good one. But what constitutes a good level? According to Metanet Software, a good N level is aesthetically pleasing and fun to play. So how do so many levels go so, so wrong?
These next few steps will hopefully help illustrate some of the common mistakes.

It's a good idea to start editing the tiles, and move from there to the objects. Aside from providing the ninja with surfaces on which to gain purchase, and providing the enemies with movement cues, the tiles offer a level designer a chance to be artistic and creative. Instead of making predictable rectangular platforms, N's tileset provides the opportunity to embellish and enhance, turning a standard level into something visually stimulating.

First, the aesthetics
A good N level should be easy on the eyes -- embrace minimalism. Good N levels incorporate balance in terms of positive and negative space (as created by the tiles and lack thereof), position and number of objects and tiles, and symmetry.

Repetition of pattern and shape throughout a level will give it a clean and consistent look. If you've used a lot of rounded tiles, scattering sharply angled tiles around your level as well will break up the visual flow, causing your eye to jump around the different tiles, rather than flowing smoothly through your map.

Playing N can be quite frustrating because of the precision involved in making jumps and executing tricky maneuvers. It's important to prevent the level itself from being too distracting, because this will make the game more difficult.

Take a look at these images of levels from N1.4 to get an idea of the aesthetic considerations mentioned above.
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Author:metanet
An Independent game developer based in Toronto.