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Working on Unspottable, we're trying to build new levels using the same core gameplay mechanic so the players are not lost with every new level, but adding a new twist in the gameplay so it's feels new and new strategies can be created with every level.
To do that we usually brainstorm to get a bunch of ideas, any ideas, there always a lot of bad ones but some feel good enough to make to the next stage: Prototyping.
This post shows the evolution of one of the Unspottable levels.
1. We come up with the idea:
"It would be cool to have a level where it's a bit dark and some lights the characters, so players have to avoid them!"
2. Prototype the gameplay mechanic specific to that idea:
[previewyoutube=tSO3jlD2s_c;full][/previewyoutube]
3. We then play the prototype, and tweak it to make sure it's fun and there isn't any loophole in the gameplay.
In that case:
- working on the number of spotlights
- the speed of spotlights and path patterns, to avoid players staying too much in the corner or making it too easy for them to avoid them.
[previewyoutube=I9dBGsyCrFU;full][/previewyoutube]
- Addition of an extra hiding mechanic to let people hide again after they throw a punch, in that level, turning all the lights off for a few second so it gets too dark to keep an eye on characters.
4. After initial playtests with other people, if we decide the level is fun enough, we move on the art part of the level.
5. We make sure we make a silly gif based on the level to relax.
https://twitter.com/UnspottableGame/status/1241380022121836550
6. We've got a new playable level!
[previewyoutube=oLLcItpCrsU;full][/previewyoutube]
It's our first game so some of this is probably not the best example but that's pretty much how we do it, please comment if you have any advice!
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