Tyler Westerhoff's profile

Rat-Infested Sewers (2D Platformer Level Design)

Rat-Infested Sewers
By Tyler Westerhoff

Objective
The objective of the level is to solve the problem of reaching the end by taking the least amount of damage possible. The problem contains conflicts such as adversaries that damage the player and moving and static structures that, if missed, can lead to death. These conflicts, along with powerups, can also be taken advantage of and used as solutions for the problem.

Gameplay
The starting area serves as an introduction to the level. The first two platforms give an idea of max jump height. A still rat shows that the player will encounter enemies during the level. The third platform is set strategically so that, if a player tries to jump onto it from the second platform, they will actually miss and jump on the rat, but still make it to the third platform. This displays that the player can jump on rats to jump higher than normal. At this point (point 1 on the image), the player can either take the top path or bottom path. The bottom path contains a hidden area with a key, which is not seen by the player until the player actually enters the area. This key is not essential for finishing the level, but is useful for obtaining the fastest time. Point 2 shows to the player that there will be moving platforms in the level. If the player missed the rat jump before point 1, they can use the vertically moving platform at point 2 to reach the upper path. It is easier to obtain the invulnerability powerup at point 3 using the upper path as this jumping puzzle constitutes landing on the head of only 1 adversary rather than 2. The invulnerability power should be useful as there are 5 adversaries in the following section. It is inferred that players with invulnerability can still jump on adversaries. Point 4 are the rewards of the timing puzzle: the flight powerup and 10 health. It is faster and more difficult to reach this reward using the upper path, but it can also be reached using the lower path. The flight powerup lasts just long enough to reach the locked door at point 5, which can be opened using the key in the first hidden area. Players don’t necessarily need the flight powerup to reach the door. They can use 2 different paths, one of them a hidden area with a small reward, that will take them to a moving rat that they can jump on to reach the locked door. If the player never gets the key, they can use the lower path on point 6 to still reach the locked door area and obtain 10 health. However, the benefit of using the locked door area as a faster path is lost. At this point, players can jump on the heads of the moving rats in the final “room” to obtain the fastest time, or wait to jump across the moving platforms.

Theme
I chose the theme of level to be rat-infested sewers because it reminds me of the plot of an episode in a show that I love called Rick and Morty. My hope is that others also share a love with this show and have an immediate connection to my level. Apart from this sentimental relationship, the theme provides a logical setting: the player has fallen down into a sewer and must escape the infestation of rats.
Rat-Infested Sewers (2D Platformer Level Design)
Published:

Rat-Infested Sewers (2D Platformer Level Design)

This was my first attempt at designing a platforming level. Done as a portfolio piece for my application to the SMU Guildhall.

Published:

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