Hey Builders! It's Phil again with a new, planned recurring series of articles for the Bloxels blog! While I am not really a professor, nor do I play one on TV, you can count on me to provide my fellow Builders with advice on how to create great designed levels in Bloxels.
On this inaugural edition of Lessons in Level Design with Professor Phil, I am going to use a real game example of a level that is well designed, explain why the level is so well designed, and offer tips on how you can use the information provided here to build better levels in Bloxels!
The game I will be using for this first edition is the Super Nintendo game, Donkey Kong Country, a classic Rare-developed, Nintendo-published 1994 reawakening of Nintendo's classic arcade franchise. Unlike previous games in the series, Donkey Kong Country was a side-scrolling 2D platformer, similar to Super Mario Bros. in some aspects. Though in this case, instead of needing to rescue a damsel in distress, Donkey Kong and his pal Diddy Kong were going after their stolen hoard of bananas.
With the introduction of the game out of the way, let's get to one of Donkey Kong Country's levels, as that's really what we're all here for. The level I have selected is the first level of the penultimate world of the game, Kremkroc Industries. It's Oil Drum Alley.
So many levels in Donkey Kong Country and its various sequels take a main gameplay mechanic or gimmick, if you will, and iterate on it from the start of the level where it is introduced to the end, where the gimmick is placed in its most challenging iteration. In Oil Drum Alley's case, the main gimmick used is that of the oil drums.