Creating Better Levels

They might be fun but the test levels have got to go The recent release of Moon alpha 1.5 has brought me to a rather amazing place. About 95% of the code I expect to need is written, most of the biggest bugs are gone and feedback indicates that (at least some) people are having fun. This means almost all that remains is the creation of the actual content I want in the final game. So, the exciting place I find myself is in front of my level editor with a head full of ideas and nothing to stop me letting them out. If you’ve played Moon at all then you may have wondered about a few odd design choices. Why is the key to the caves stored in an inaccessible location in the generator room? Why is the first puzzle so hard? Why did I have to pick up the weird blue thing at the start? Well, the simple answer to all this is that the levels present in the alpha builds have been there to test specific mechanics and ideas. There was a hint of some progression (mainly so the alpha releases didn’t feel totally flat) but it’s …

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