LevelHead: Designed with a Level Head?

In LevelHead, level design is a large part of the game experience. There are two reasons for this, namely that a good level design engages the player more, and also because there is a large section of the game dedicated to designing levels for other players. The design of the developers levels is what introduces the players to the game though, and is therefore more important.

In order to train the player, the level design needs to provide a challenge while leading the player to the goal. To do this the level designs need to introduce the mechanics of the game to the player. One of the main ways that LevelHead introduces mechanics is by using in game screens to give the player explicit instructions. These instructions immediately precede an opportunity to test and experiment with the controls. Generally, the level design will also have included a save point near by in case the player makes a mistake and needs to retry. The placement of these save points is important for another reason, this being that it primes the player by alerting them that a potentially difficult section of the map is next and they will need to concentrate.

To further promote learning the mechanics of the game, the controls and other aspects are gradually introduced to the player. The game does this by introducing new, and harder to master, controls and dynamics across the various levels in an increasing order. For example, in the first level the game introduces the basic controls of movement, jumping and using the grabber arm; then in the second level the game introduces the player to being able to jump on top of enemies to defeat them and gain a small boost. On top of a gradual introduction to the mechanics, the game does also provide the opportunity for some experimentation to learn more dynamics and possibly more mechanics of LevelHead.

By following this pattern of a gradual increase in difficulty, the game keeps the difficulty curve in what is known as the flow channel, the balance between boredom and anxiety. As the game introduces and teaches the player new skills, it needs to compensate so that boredom does not become an issue by providing tougher challenges. Maintaining the difficulty curve in the flow channel also promotes a state of flow for the player. This is not the games only method of promoting flow, as it also appeals to it's aesthetics of challenge and discovery. These aesthetics draw the player in by engaging their mind through challenge and their imagination through the discovery of new things such as new dynamics.

LevelHead makes good use of affordances, signifiers and metaphors to guide the player throughout the levels. A couple examples of affordances in the game are the difference between solid blocks and background blocks, and the movement of interactable items. LevelHead uses affordances to distinguish between the blocks which the player can move on and the blocks which make up the background. To do this the game uses visual design that make solid blocks more vibrant and colourful, while the background blocks are duller and darker. Additionally, LevelHead uses a simple bobbing up and down animation as an affordance to showcase when an item can be interacted with or picked up. A couple signifiers which the game uses also help to guide the player, these being the shaking of cloud type blocks, and the effects around interactable items. Cloud blocks are affordances themselves suggesting that the blocks are unstable, however the shaking of the cloud block after stepping on one is an additional signifier which helps to show that the block will only be present for a short time. Interactable items, in addition to the movement that affords they can be interacted with, also utilize a signifier to show the same thing. The signifier which items use is a pulsing circle effect prior to the first time they are picked up or interacted with; after which if they are dropped they only show as the item lying on the ground. This helps to draw the players attention to the item, especially if it is the first time the player has seen an item of it's type. The pulsing circle effect doubles as a means of nudging the player towards certain goals, such as if the player needs to pick up a key to open a gate, then the effect will lead the player to this.

LevelHead also utilizes metaphors in it's design, which help the player to immerse themselves in the game and join the flow. One example of a metaphor used in game is the use of rising particles on the 'Sky Wigglers'. These act as a fan which blows the character upwards. The particles used with the sky wiggler is a metaphor for the air being blown. 

A final part of level design in LevelHead is the way that moments of rest and excitement are handled. The game design is effective at handling these moments so that the players interest is maintained and they stay engaged. One of the ways which the game handles these moments is the use of the characters expressions and animations. For example, when the player needs to run a large distance the character will use an amusing arms flailing and silly face animation to maintain the players interest and engagement; and likewise when the player has stopped moving for a time, the character will have a comic sleeping animation. Another way that the game handles these moments is through the use of music and sounds effects. An example of this is during fights with tough enemies, bosses; the music will change to a more intense track that grabs the players attention and tells them to focus, maintaining interest and engagement.

Overall, the design of LevelHead is well done. Levels and the times between them are designed with player engagement in mind and this is shown through the interest that is generated by the player when playing. Challenges are introduced in a timely fashion after the player has had new training, allowing the player to maintain a state of flow and possibly even lose track of time playing the game.

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