Level designs

Below are the rough sketches that I made to begin implementing into the Unity project, however, it has taken longer than expected to experiment with the level designs themselves as we’ve been having issues with the room generation outside of the very basic intro levels.

Sketches can also be accessed at this google drive link

Yellow > Spikes

Blue > Pitfall

Green > Saw

Red > Enemy Spawn

With the help of E-Jay and Xane, we have also been able to start looking at implementing the level designs into the Unity build.


For a sawblade workaround we are most likely going to create a sort of depressive enemy. This enemy will function the exact same way as the sawblade, moving along a fixed location dealing damage to anything it comes accross, however, as the sawblade itself doesn’t fit the design of the game it is better to re-texture it almost. Of course this can only really be implemented if Xane or Riya are willing to add to their workload and create a new enemy/sprite.

Having this wave of hands come from the ground to damage the enemy feels like it fits the theme very well, like the hands of grief weighing you down.

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