My game avoids any sort of written tutorialization. Instead, levels follow an "Assessment Loop" lesson planning structure. When learning something new, Players are given a simple obstacle which requires them to demonstrate their understanding of a new tool or application of their current tools, and then they build on that understanding with more complicated applications of that same mechanic or system throughout the level -- and further into the game.
I plan the stages of these levels using "Backwards Design Unit Planning" which starts by creating a culminating task (some multi-skill end goal puzzle or challenge) and then breaks down the skills required to complete this final task into smaller lessons the player can master one by one. Once the player has mastered all these lesser skills, they can combine what they've learned to complete a harder level or obstacle -- these smaller learnings could come from multiple puzzles in 1 level, or from mechanics learned across several levels being remixed in a new way. By designing the culminating task first, I can ensure each puzzle and stage of the level has a purpose, and that the finale will be a well thought out combination of what the player has already done.
Culminating task - Navigate jumping puzzle involving multiple gravity-warping zone types and many breakable and rebuildable platforms while under pressure of a falling hazard and limited air control.
Prerequisite skills:
- Ability to break and rebuild platforms to get them out of the way or land on them
- An understanding that platforms can be used to block player momentum as a platforming tool
- An understanding of Superjump zones (purple), (Also draws on prior level knowledge of low-gravity zones (white))
First obstacle, requires player to rebuild momentum stopping platform and use it to stunt their jump to progress. (Shadow and outline given as hints to hidden platform)
Second obstacle, player needs to jump, then rebuild a platform beneath the opening while mid-air. (Cannot reach exit without the platform)
Aerial view of third obstacle, requires player to rebuild platforms above them to avoid hitting the upper obstacle, then below to give them a place to land on
Culminating task, requires players to use gravity zones and breakable platforms to help them progress, planning their jumps and rebuilds to get to the end
Jump Break is focused around jumping through gravity zones and breaking (or rebuilding) platforms to land on or bounce off of. By this point in the game, the player has already interacted with both breaking and rebuilding platforms, and using jumping zones like these ones. However, due to the culminating task requiring specific usage of rebuilding while mid-air, and bouncing off of platforms above them, this level walks through each skill in safe environments first.
As shown above, each skill is provided in isolation, it then combines both skills (with risk of falling/failure), and finally gives them a greater challenge in the culminating task. Clever players may find that there is a hidden secondary path in the final challenge -- a cut-out in the walls that they can land on with careful platforming to guarantee safety.
Culminating task - Progress across numerous platforms which flip on a timer, or when shot, using careful timing and (optionally) shooting platforms to influence the pattern.
Prerequisite skills:
- Confidence in platforming control (therefore cannot be an early level)
- An understanding of flipping platforms and timed flip platforms
- Ability to use flipping platforms and jumping in synchrony to avoid falling (either by shooting while jumping or jumping in time with a timed flip)
First obstacle, first position, blocks the player's progress, fall from missed jump non-lethal
When shot, it flips forwards 90 degrees
If shot again, the platform flips another 90 degrees, no longer helping progress
If shot again, it continues the pattern, flipping 90 degrees, ready to reset to 1st position if shot again
After this, players come to a series of flip-platforms that they need to progress across, the floor here is non lethal to allow experimentation (all platforms from here on flip 180 degrees each flip)
Here the player must learn to flip platforms they are standing on to progress, jumping the way the platform will move before shooting them
A long hallway in which the player sees a platform flip on a timer, introducing them to timed flip platforms, they must use the same skills from the previous room to progress
Culminating task, many timed-flipping platforms requiring the player to jump during flips to land on new platforms. Shooting them to force flips gives some strategic choice beyond counting seconds
Shoot flip spends its first moments introducing the player to flipping platforms in a safe environment where their only means of progressing is shooting the platform to flip it. The second room is still in safety, and has many static platforms that flip 180 degrees when shot, so the player can move one my one through them without any time pressure. After this, the player finds the next 2 platforms are too far apart to keep in 1 static state, the player must get on the first platform, then jump and flip it beneath themselves before landing on the newly flipped side.
Finally, the added skill of using timed platforms is introduced, all timed platforms use the same timer, so if they learn the first one, they will be able to take that skill to the culminating task. Having demonstrated all these skills, the player must apply everything to the final room where 9 platforms auto-flip every 5 seconds. These platforms are split into 2 groups, 4 of them flip clockwise, 5 of them flip counter-clockwise. This variance allows patterns to emerge where some platforms are closer or farther from their opposite-flipping counterparts depending on their state, giving the player more paths to progress, even if they choose not to shoot the platforms.
Culminating task - Get across a series of platforms, which are completely shrouded by darkness, using activatable lights which move back and forth to light slivers of the area, only able to keep one light on at a time.
Prerequisite skills:
- Understanding of the light orbs: How to activate them, their property of deactivating each other
- Ability to use light orbs to inform jump paths
- A familiarity with planning jumps while the light is on them, before lighting a future path and jumping without seeing their current location
Player introduced to light orbs, coloured with "Objective" colouration to signify importance
When shot, the orb deactivates the light
When shot again, the light turns on (showing the player this is a switch) and the wall/door opens behind it
As the player shoots the next light in the hallway ahead, the first light turns off, this process is repeated to reinforce the idea
Player must use these lights to see the pit ahead, illustrating that the lights are important for navigating jumps
Player presented with 3 directions to progress with lights to highlight the breakable walls at each
Behind 2 of the 3 walls is a dead end with a light to help highlight this, the 3rd path progresses the level
In the next section, below them the player has many boxes on unlit platforms and several objective receptacles for them
Player view of boxes and receptacles from lower level after jumping down
Culminating task, (Found after completing the box puzzle) presents players with moving lights and static platforms
When lit, different platforms come into view, presenting a new spin on "invisible platform" or maze puzzles
There are multiple paths to getting to the exit, (due to no ambient light increasing brightness does not invalidate the puzzle)
Riddles in the Dark is one of several levels in the game that play off of darkness and light as a core mechanic. In this instance, players are given the power to turn on 1 light switch at a time, deactivating all others. In the first few learning sections the player is given exposure to the light system as well as using them to navigate and progress. When it comes to the cube transport section, the player must go from just lighting where they are to lighting where they want to go. This requires assessing where the edges of their own platform is then lighting a future area and jumping with a general idea of where the limits are.
This progression of skills is tested in the culminating task where the player cannot just turn on and quickly get a sense of the area, due to the lights moving. Here the player will likely light the closer orbs first, to find the edges of their platform, and the next one, but will then need to plan their future movements based on lights further on. This is especially important if they are trying to plan a route more than one jump in advance. This combines to create a challenge that requires planning and possibly patience to progress.