Next up
Another level down, we start by falling down in this one (maybe a tower from a previous level cracked the floor). The level is pretty straightforward but I imagined the Boss as a giant eye which follows you through the entire level.
Easy to traverse level flooded with enemies, 24 regular enemies to be exact plus sections with medusa heads & the boss... let the game begin.
This is the Z level !! ok, ok not the most original name or idea but I'm confident that with all the art it will look nice. It's also a good time to introduce a water boss, maybe a Krakenly like monster?
Lava level anyone? It always bothered me that the Belmonts didn't know how to swim, I guess their armors were too heavy and their equipment may make it difficult to swim but come on they don't even try. Now lava, that's instant death for sure.
This one though small, it's more platform-like with a bunch of floating waypoints. I also played with the idea of a non-linear level. At the end the boss could also have a "hit the weakpoints to expose heart" kind of mechanic. What do you think?
This time the design ended up crunched and twisty, to fit into a mansion / castle interior. The main idea is to have a level that gradually turns upside-down until you reach the boss and the level is completely inverted.
I got some inspiration from CastleVania IV so that's why this time the design is arranged in a more classical way. I think this is by far the best one yet and you? Would you like more classic-inspired levels?
Classic level layout this time with obvious inspiration from Dawn of Sorrow's Clocktower, however this is not a metroidvania... or is it?
Who said throwing knives was easy? Today was not the day I suppose. Yet, some progress was made!
Third design, the cave level. I imagined it would be cool to have parts of the boss scattered throughout the level in the form of mini enemies, and at the end you find out about the real size of the boss, it also has that multiple weakspots mechanic.
0 comments