Documents
Systems
Key System
Description:
In this game, keys influence every system: they expand your field of vision by adding light, trigger pillars to rise, and are essential for progressing to the next level.
Explanation:
For the light, collecting a key increases the spotlight's angle and intensity using a Timeline and Lerp node.
For the door and pillars, their animations are triggered when the player overlaps with the key's collision, and the key is then deactivated.

Increases the Spot Light angle and intensity.

Triggers the pillar animations and opens the door to the next level.

Increases the Spot Light angle and intensity.
Pillars
Description:
Obstructions that block player's path, forcing them to take a more challenging route.
Explanation:
This event uses a Timeline and Lerp node to trigger the pillars' animation. The Timeline controls the flow of the animation over time. The Lerp node transitions the pillars between their initial and final states.

Animates pillars with a timeline.

Animates pillars with a timeline.
Level Design
For level design, I utilized the Kishotenketsu method to create clear constraints for myself. Each level was designed to introduce, and test core mechanics, ensuring players could naturally learn and refine their skills as they progressed.
Level 1 served as the introduction, teaching players essential mechanics like movement, jumping, and interacting with keys. The design emphasized simplicity, with glowing elements guiding players' attention and hazards encouraging careful navigation.
Level 2 developed the players' understanding on these mechanics. Introducing a maze-like layout that required players to apply their knowledge while practicing precision and observation.
Levels 3 and 4 escalated the difficulty, introducing a twist with tighter jumps, complex hazards, and combining lessons from earlier levels to create a final conclusion that tested the players' mastery of the game. Each level built upon the last, ensuring a smooth yet rewarding learning curve.



