One thing I learned from the Alpha 0.0.3 release of Rogue of Vallas is that the new player experience is rougher around the edges than I'd like. The notion that the first level should teach the player how to play the game is well known, but the theory can be hard to put into practice.

Case in point: the tower in the opening screenshot is designed to let the player practice climbing down ledges. To do this, the player should face right, press the down button, then the z (jump) button. I've seen a couple of videos posted to YouTube, and neither figured it out.

A common trend in old Flash games I remember seeing is having instructional signs posted in the level itself (like on the platform), but I think this move is too complicated to communicate in this way.

There's a fine line to avoid crossing regarding annoying the player with too many interruptions. Constant tutorial pop-up messages disrupt the narrative flow that the opening cutscene worked to hard to establish. On the other hand, there is an educational aspect to level design. If the first level doesn't adequately teach the new player what they need to know to succeed, they will likely get frustrated, and possibly give up playing, after successive failures.

To smooth out the new player experience, I took a close look at the opening level's design, something I haven't done since 2020. The look of the level has evolved plenty since then, but its layout is still much the same.

The Opening Level (Run Away)

Let's take a closer look at the opening level, Run Away.

Map of the entire first level Full size image

Going off of the recordings I've seen, it takes new players about 8 minutes to complete it. I'd prefer to have that down to around 5 minutes, but 8 isn't bad. There are plenty of checkpoints, so if the player dies then they won't lose too much progress.

There's a lot crammed into those 8 minutes, though. By the end of this level, the player will have learned to:

  • Move (run, jump)
  • Climb (up and down)
  • Gain EXP
  • Read books to gain skills
  • Defend against a guard unarmed
  • Collect money for use in town
  • Use the axe
  • Use elixirs
  • Defend against automated turrets
  • and more

That's a lot to take in at once. The level's linear design also means there's almost no room for exploration.

I think a better design would be to add a couple of new rooms, then split the level into two halves, as shown below.

Map of the entire first level, revised Full size image

The first half doesn't reduce the number of new encounters by much. It does, however, lower the degree to which new abilities need to be mastered. For example, in the original opening level, if the player didn't learn to conserve their axes, then they would be defenseless against the turrets. In the new version, once the player finds the first axe, there aren't enough regular guards to use them all up before the first turret is encountered.

Since the turret is a new threat, this design gives the player a better chance to study how it works and react accordingly. In the original version, the first two turrets are encountered in pairs. The next few are placed near pits. If the player character (Marika) is hit by a turret's fire, then she'll let go of the ledge and fall into the pit--instant death! So this situation is best avoided for the first level.

Placing just a single turret at the last scene of the opening level also allows for a bit of narrative flow improvement. The new first level will close with a cutscene. Marika just encountered something new to her world, so we get a nice cliffhanger.

Next Steps

When a new game is started, the player is immediately dropped into the first level. Upon its completion, the player is taken to the level selection map. The player exits Level 1-1, and only the village is available next.

Level selection map

When Marika enters the village, she can talk to her mentor and unlock the next level (2-1: Conquered Lands) and two mini-levels. Conquered Lands is a tough level, and must be completed before any new levels are unlocked.

Conquered Lands will likely be split as well. For now we can focus on the notion that splitting the first level will give the player a meaningful option: play the second half to build up some additional EXP and equipment, or try the new first half of Conquered Lands early for a tougher challenge. The second half of Conquered Lands can be put off a bit more until the player gains additional power.

Conquered Lands will first need its own in-depth analysis, but that is a topic for next time.

A power guard!


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