god i wish i knew how to get better at level design. i feel like i am total junk at it with a handful of accidents that i mostly like. every new fox flux level is like pulling teeth until something finally falls out of it
the ways i try to muddle through it are mainly:
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look at the games that inspired you to make this one. really fucking look at them. distill the stuff you found inspiring down to base elements and then build on top of that. like, i keep having to look back at baba to calibrate what i think is a good pace of introducing puzzle element interactions (because i already know how my own game works and it's hard to get my head out of it).
this is what they mean by "great artists steal". fox flux does not look anything like any particular game but i am absolutely trying to learn puzzle pacing from baba, collection from wario land, interactions from chip's challenge. these are little design threads from things i liked, things that worked, and i want to understand their essence and build on it
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gamers™ use "gimmick" disparagingly but never listen to gamers about video games. gimmicks are fantastic. it's another word for "theme". if you land on something that seems interesting then fucking run with it. the doom community scoffs at crate mazes but they also voted their favorite stock doom level to be E2M2 Crate Maze. sandy petersen said he tried to build every level around a different idea and it shows.
all the most memorable game boy zelda dungeons are built around a cool idea. eagle's tower collapses and physically changes the layout (and even then it's far more conservative than it could've been). mermaid's cave is the one dungeon accessible from two time periods. and of course half the time the item you get is a bit part of it — tail cave is based around holes but that makes you feel really powerful when suddenly you can jump over them!
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there are things that are unique to your game. make sure each of them is getting sprinkled in regularly. if you're blanking, see if it's been a while since you used one of them. the gbc zeldas just had a sidescroller part every so often. baba is you mostly settles into using obvious objects for simple roles (rocks tend to be pushable etc), but every so often it trips you up by not doing that. wario land 3 just has stuff for you to break because breaking stuff is cool and your primary ability
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a lot of level design is filler. again i don't mean this disparagingly — i just mean that a world cannot be built solely out of really cool landmarks and setpieces, that there is necessarily connective tissue between them, and that stuff is just Regular Gameplay.
and this is the stuff i struggle with the most because i always want everything to be cool and interesting. but the player is fine with like, fighting an enemy or jumping over something or whatever. that's necessarily going to be most of the game. how much of super mario bros is just you and a koopa? how much of link's awakening is you and an octorok or something?
but this is the stuff the player is like 60% here for. no one plays a zelda-like if they don't already just enjoy hitting guys with a sword. the core loop should be fun on its own and you shouldn't second-guess giving the player some space to just enjoy it. (this also gives you "regular" rooms to go back and hide interesting things in later!)
in fact sometimes i've made levels that are too puzzle-dense and i've had to go back and space it out with some breathing room in between. going from one major Thing to another back-to-back-to-back is kind of exhausting!
i guess the tricky bit is making the filler not feel repetitive, and i don't fully understand that yet, but i think even minor variations on the geometry + resources + obstacles might be enough. super mario bros is still fondly remembered even though 95% of it is jumping on solid square blocks in different arrangements. apparently you can get a lot of mileage out of different arrangements of solid square blocks! even aiming to land on one tile vs two makes a big difference
if anyone has any good advice though i'd love to hear it because i feel like i struggle endlessly with this. but it's another one of those creative + intermediate-expert + semi-obscure fields where it feels like there's no way forward but to just keep trying (and peeking over others' shoulders) until it clicks

