Campaign Mode

June 20, 2020

The first 10 levels are finally in development! Now that the game physics are feeling more polished, I can start working on building levels with the fully-featured level editor.

The most important factor for Boxel level design is experience. When I design a level, I want players to learn a new skill without spoiling the solution. For example, the first level will probably teach you how to click and jump. Failing to do so will result in the player falling off the screen. The next few levels will introduce the spike blocks at different heights and speed. Eventually, the player will learn how to interact with all the blocks, and muscle memory will begin to take shape.

When the game enters alpha, I expect players to be hungry for more difficult levels. This will hopefully cause players to build and share their own levels. The Boxel community has inspired so many creative ideas, and I look forward to using their concepts for the future levels to come.

@doppl3r

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