The prototype of the Kid Wonder is going to have several different types of areas where the player can explore. They are not exactly levels per say as it can be viewed as different areas of the world that the player (Luke) has to survive through, in order to save his sister.
The pictorial representation of the levels will somewhat look like the figures below, depicting the various UI elements included and also the look or the visualization of the world living up to the darkness of its name.
To talk about the level design of the worlds:
The Purpose of Levels
The Kinds Of Levels
It will be a mix of combat and traps where the player will have to use their mind as well as combat skills in order to get out the area alive.
Process of Designing the Level
* **Ref. Phantom Split***
External Goals
The external goals are not like any other classic 2D platformer. The external goal would be mainly to pass through a region alive but at different costs. In some levels, you would only clear a level or go past it only when you have acquired a certain amount of points in order to unlock skills that would help you to defeat stronger enemies in the upcoming regions. The player would have to earn their way out by either gaining the amount of points or buy finding a “pass me through” key hidden in the level which would be the part of the internal goal.
Internal Goals
The internal goals in levels would be more closely related to the mini puzzles or traps such as finding a key to unlock a certain door or switching the position of a ramp in order to get over it and escape a certain enemy. You have total control over these goals unlike the external goals.