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Level Design: Cube Dodge

A personal project - my first game! I wanted to understand the game development pipeline, and what better way to learn than to actually do it?

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This was my first exposure to Unity and C#, which was a huge struggle as someone with zero programming background. Nevertheless, that made it fun and I learnt tons about Unity's UI.

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I focused on creating levels which required both skill and creativity to complete. Players are expected to die, get frustrated but not give up. Needless to say, it went terribly wrong!

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Engine: Unity, C#

Contribution: Solo project, following Brackeys' coding tutorial

Download to play: https://haiyoooo.itch.io/cube-dodge

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Why It Went So Wrong?

The actual and the intended difficulties were light years away! Biggest reason? My own reaction time was terrible and I myself play tested at half the actual speed. At actual speed, Level 4 was nearly impossible to complete without cheating.

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What Worked?

The only thing which worked as intended? Each time players died, they wanted to go again.

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"I can do this!"

Playtest results

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Level 1 - Warm Up

- Predictable, standard obstacles

- Slower speed

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Expected: Players become comfortable enough with the controls to tackle the levels.

Actual: Players cleared level 1 easily, but were stuck at the beginning of level 2.

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Players needed more time to master the core loop mechanics. Jump in difficulty was too high. Ultimately added a new level in between.

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Level 3 - Choice

- Large view-blocking obstacle

- Two routes

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Expected: Increased adrenaline due to inability to see ahead.

Actual: Some players became so tense, they never noticed the other route (left).

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Placement at the far edges falls out of player's attention, good for hidden treasure etc.

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Cube_lv4_straights.PNG

Level 4 - Doors of Doom

- Three unique parts: forest, zig zag, alley

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Expected: Players master small precise movements, preparing them for higher levels

Actual: Most difficult level. Players died at nearly every point.

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Thankfully, since each level was deliberately short, players knew the next checkpoint would be close, still making it worthwhile even if the entire level was ridiculously difficult.

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Level 5 - The Sky is Falling

- Cinematic falling blocks

- Blocks seem to obstruct the whole area

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Expected: Players to be stunned, die 3-4 times then realize it isn't impossible.

Actual: Emotional response as expected. However, level was easier than expected.

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This is my favorite level, their faces are priceless. The camera was positioned deliberately so that the blocks seemed to block the entire path.

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"This is impossi- oh!"

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