A long jump to give player some jaw dropping moment
A long jump to give player some jaw dropping moment
Reach Me is a parkour-focused level designed around player movement, momentum control, and spatial decision-making.
The objective is simple: reach the target character by navigating layered traversal challenges.
Also there was use of unreal engine game animation .
🧠 Design Intent
Teach the player movement through level design (no UI/tutorials)
Create momentum-based jumps that test timing and understanding
Use distance illusion (near vs far platforms) to challenge perception
Encourage retry → learn → succeed loop
the green box above is the block path which is going to be in game
🧩 Core Gameplay
Jumping across varied platform distances
Climbing vertical structures
Using height and angles to control momentum
Reading the space to choose the correct path
🎯 Player Experience Goals
Initial curiosity → small success
Confusion → adaptation
Challenge → mastery satisfaction
⚙️ What I Focused On
Player flow and readability
Movement-based challenge design
Spatial pacing (easy → hard progression)
Minimalistic greybox clarity
that is player friend he has to reach him