PAPER DESIGN
Setting:
An underground, hanging base.
Objective:
Get the rotating tool and use it to reach the Central Room.
Duration:
15 minutes.
Story brief:
Players infiltrate an enemy base and retrieve an important piece of intel.
Golden mechanic:
Room rotation.
Design Goals:
Sense of wonder: being in a huge, complex, and dangerous environment.
Feeling of control: give players a cool ability that puts them in charge.
Great pacing: nice balance of combat, exploration, and puzzles.
Level Beats
1. Players traverse a narrow passage, not sure where they will emerge.
2. Level reveal. Narrative Beat.
3. Combat.
4. Presentation of the golden mechanic: broken room that rotates on its own.
5. Traversal & skirmish.
6. Tutorialisation of the golden mechanic (room rotation at will).
7. Skirmish (first combat where players can use room rotation to their advantage).
8. Traversal & platforming.
9. Optional puzzle using golden mechanic.
10. Combat.
11. Mandatory puzzle using the golden mechanic.
12. Narrative beat: Players reach the Central Room, get the intel. Big story reveal/twist.
Layout
REFERENCE IMAGES
GAMEPLAY & COMMENTARY