Another big map is nearly done. Testing time!
Gable makes a speedy descent, ruffling her pixely fluff.

Play testing always brings with it fascinating examples of how hard it is to think from a player’s perspective after I’ve been fastidiously putting together all the interlocking parts of a level design for days.
No matter how much I try to get into the player mind set, of not knowing what’s around a corner or just off screen, watching someone play a map for the first time makes it so instantly clear where I’ve unconsciously taken my knowledge of the layout for granted.
Suddenly seeing a design mistake I’ve made, when it was totally invisible to me before, is a strangely cool experience. It’s like a weird sort of x-ray vision. You get to see the holes in your own perception. You get to “look” at your own blind spot. :]
As Gable rests her eyes, some sneaky spooks draw near.

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