Rewinder follows a "Kishōtenketsu" structure.
We introduce the player to a mechanic, then they can experiment what they have learned in a second level. We allow them to test the limits of everything we give them in a pretty chill environment as to follow a flow rule.
Then comes the final part, another level with strict timers that allows us to challenge the player and put them in front of a real "reflexes and stress induced" enigma.
Top View -
Detailed View -
The first part confronts the player to two choices. The first one will lead to an orb (you need to retrieve them all to exit the level), the other will lead to another part of the level, allowing the player to explore as much as they want.
Knowing that the player can go back in time, we allow them to potentially "skip" the objective to search for a better and faster path towards the exit, but the orb also acts as a visual checkpoint; guiding them towards winnies and visual environmental clues so they can create a mental map.
First orb-
Second orb -
This level is the first one with single cubes. This changes the way the player will use most of their skillset, while still being fairly "easy" and understandable.
Jumping blocks -