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The Adventures of Lionel
Game Design Document 
   
Table of Contents 
Personal Info
Breno Leao
Plinio Gomes
Game Summary
Essence Statement
Game Overview
Key Features/Game Pillars
Camera Flip
Environmental Puzzles
Gameplay Elements
Gameplay Overview
Brief Description
Gameplay Structure
Game Objective
Player Goals
Win Conditions
Lose Conditions
Rewards
Punishment
Player Actions
Challenges
Gameplay Flow
Lionel
Role
Actions
Camera Flip
How it works
Player Feedback
Indication Arrow
Game Freeze
Momentum
Level Landmarks
Level Elements
Boxes
Interaction with Lionel
Interaction with Doors
Levers
Interaction with Lionel
Interaction with Doors
Doors
Checkpoints
Platforms
Static Platforms
Moving Platforms
Swinging Platform
Environmental Hazards
Spikes
Pits
Collectibles
Meat
Level Design
Demo Level
Section 1 ‐ Level Intro
Section 2 ‐ Broadening the mechanics usage
Section 3 ‐ Introducing multiple paths
Section 4 ‐ Easy mode ending
Section 5 ‐ Medium mode ending
Section 6 ‐ Hard mode ending
Personal Info
Breno Leao
Role: 
Game Designer/Artist/Programmer 
Contact: 
breno.leao.pimentel@gmail.com  
Plinio Gomes
Role: 
Audio Composer 
Contact: 
gomes.plinio@gmail.com  
Game Summary
This section gives a quick summary of the game feeling and mechanics 
Essence Statement
Find a way in the jungle where a different point of view can change how you perceive the
environment around you. After the human civilization reaches the habitat of the lion Lionel
he needs to find a new place for his pride. Travel between the most beautiful and
colorful African landscapes and the most inhospitable and mysterious Asian sceneries.
Game Overview
The Adventures of Lionel is a ​2D sidescroller puzzle platformer where the player needs to
change the camera perspective in order to find hidden paths and solve puzzles. The
perspective switching mechanic is similar to ​Super Paper Mario.
The game consists in ​environmental puzzle solving. The player controls the main character,
Lionel, guiding him in the level and interacting with level elements to solve puzzles.
The ​camera flip mechanic is the main game feature. The player can use both sides of the
sidescroller perspective. When flipping the camera the player will be able to access areas not
accessible otherwise.
The player will have multiple options to complete the level​. The ​level design plays a huge
role on the game experience. All of them have at least 2 different endings and multiple paths
in order to​stimulate the player to use the camera flip​to explore new areas.
Key Features/Game Pillars
Camera Flip
All the game revolves around this feature. The player must feel the urge to use the mechanic
while playing. The level design and puzzles should stimulate the player to keep experimenting
with the camera flip. The player should feel the smartest person in the planet when they
master the usage of the mechanic.
Environmental Puzzles
This feature supports the camera flip. The environment should tease the player to use the
camera flip to find new ways. The combination of both features creates the puzzle solving
system. The puzzles must dare the player to think outside the box and reward them with new
areas or collectibles.
Gameplay Elements
This section brings an in‐depth explanation of game elements and mechanics.
Gameplay Overview
This section explains the highlights of the game and gives a high level explanation of
gameplay structure.
Brief Description
The player needs to control Lionel in a 2D sidescroller environment. They need to use the
camera flip mechanic in order to change their perspective to solve puzzles and progress in the
level. Each level has multiples paths and at least 2 different endings.
Gameplay Structure
Game Objective
● Reach the end of the level
Player Goals
● Complete the level
● Complete the level as fast as possible
● Collect all the Meats
● Find all the endings
● Solve puzzles to find new areas
Win Conditions
● Complete the level
Lose Conditions
● Get killed by environmental hazards
Rewards
● Unlock new areas
Punishment
● Restart level when killed
Player Actions
● Movement
○ Run
○ Jump
● Camera Flip
○ The player can change the camera perspective
● Interact with Level Elements
○ Push Boxes
○ Activate switches or checkpoints
Challenges
● Collect all Meat
● Solve environmental puzzles
● Find the path to the level’s end
Gameplay Flow
Fig.1 ‐ Gameplay Flowchart
Lionel
Role
Lionel is the game main character. The player uses lionel to explore and navigate through the
levels. If he dies the level will be restarted from the last checkpoint.
Actions
Lionel can perform 4 actions: ​Move​, ​Jump​, ​Push Boxes ​and ​Activate Levers. To ​move ​and
jump ​the player should press the corresponding buttons in order to perform those actions.
Lionel can move left and right and jump upwards. Lionel will ​push boxes if he moves towards
it and collide with it. Lionel and the box will stop moving if there is something blocking the
box’s way. There is no need to press any button to push the box, the action is automatic. The
levers ​will be activated or deactivated when lionel collides with them. There player doesn’t
need to press any button.
Lionel’s Stats Table
Stat Value
Acceleration 4 px/step
Max Speed 20 px/step
Jump Acceleration 7 px/step
Jump Max Speed 40 px/step
Pushing Speed 14 px/step
Gravity 9 px/step
Tab. 1 ‐ Lionel’s stats table Fig.2 ‐ Lionel’s concept art
Camera Flip
The camera flip mechanic is the most important element of the game. Without it the game
would be a regular 2D platformer. The flip adds depth to the game and level design. When
used the camera flips the camera perspective. Then revealing new areas to be explored.
How it works
When used the camera will flip to the opposite side. From the Front Side to the Back Side
(Fig.1). When the player tries to pass to the other side of a cave they will be blocked by the
wall if the camera is in the Front Side. However they will be able to pass through it if the
camera is in the Back Side(Fig. 2).
Fig.3 ‐ Camera flip schematic
Player Feedback
When flipping the camera the player will have visual cues in order to make it clear where
they are heading and what to do next.
Indication Arrow
The indication arrow will appear in the screen
just after the camera flips. It will be ​pointing
the direction that the player was ​heading to
before​they used the ​flip​.
Fig.4 ‐ Indication Arrow
Game Freeze
Just after the camera flip completes its movement the ​game freezes for ​0.5 seconds ​so the
player can ​adjust their commands​to match the new direction they are now facing.
Momentum
If the player releases the buttons during the camera flip and doesn’t give any new command
to Lionel after the ​Game Freeze, ​he will keep his ​movement momentum towards the
direction ​he was going before the flip. This supporting mechanic try to ​not punish the player
for not having quick reflexes.
Level Landmarks
All levels should have ​unique elements to
help the player locate themselves after the
camera flip. They could be ornaments or
natural objects such as trees and rocks. They
need to be ​recognizable at a point that the
player would know if they had already been
in a specific location.
Fig.5 ‐ Landmarks
Level Elements
Level elements are objects that Lionel or other level elements can interact with.
Boxes
Fig.5 ‐ Lionel Pushing Box
Interaction with Lionel
The boxes can be ​pushed around by
Lionel. The character’s ​pushing speed ​is
applied to the box while he is pushing it.
Lionel can also uses it as ​platform by
landing into it. A box will ​kill Lionel ​if it
falls onto ​him.
Interaction with Doors
When being ​pushed against ​doors, the box and Lionel will ​stop moving​. The door can ​launch
the box upwards ​when performing its ​closing movement​. The door’s closing speed will be
applied into the box in that case.
Levers
Interaction with Lionel
When ​touched ​by Lionel ​a lever will be
activated. The levers can be deactivated ​as
well in specific situations if the ​level design
demands ​it.
Interaction with Doors
When ​activated or deactivated the lever will
affect certain doors ​by opening or closing
them depending on​the level design.
Fig.6 ‐ Deactivated Lever
Doors
Door ​block ​Lionel’s ​way ​when ​activated(closed)​. They can only be ​activated/deactivated by
levers​.
Fig.7 ‐ Deactivated and Activated doors
Checkpoints
The checkpoints are the ​place where ​Lionel
will ​respawn after dying​. They are ​activated
upon ​touching ​Lionel. If he dies before
touching any checkpoint he will respawn in
the beginning of the level.
Fig.8 ‐ Deactivated checkpoint
Platforms
Platforms are objects where Lionel ​can land ​on but are ​not solid​. If Lionel is below it he can
jump through it. All other movable level objects, such as boxes, have the same behavior.
They all have one attribute in common, the ​depth ​that they are in the level. Elements can
only ​interact with them when on the ​same depth​. When their color is brighter that means
they are in the same level depth as Lionel and then he can land on it. If their color is darker it
means that they are in other depth and Lionel will fall through it.
Fig.9 ‐ Platform Depth Schematic
Static Platforms
They don’t move and are not affected by other elements.
Moving Platforms
These platforms move vertically or horizontally. They have a reach of 380 pixels from their
origin and move with a 4 pixels/step speed. When they reach their limit it will change its
direction.
Fig.10 ‐ Moving Platforms schematic
Swinging Platform
These platforms have similar behavior as the moving platform but they have a ​pendulum
moving behavior from left to right and vice‐versa. They move a speed of 4 pixels per step as
well within a 1000 pixel circumference. They only move 180° from its starting point then
swing back.
Fig.11 ‐ Swinging Platforms schematic
Environmental Hazards
Environmental hazards are objects in the level that can kill Lionel
Spikes
They will ​kill ​Lionel upon ​touching​.
Pits
If ​Lionel falls​into a pit he will ​die ​after reaching the ​bottom of the level​.
Collectibles
Collectibles are objects scattered through the levels to help lead the player’s way and
stimulate them to explore the level.
Meat
Every level has its own specific number of meat pieces. They
can only be ​collected ​when ​Lionel touches ​them. They
disappear from the level after collected. Fig.12 ‐ Meat
Level Design
This section shows the levels layout.
Demo Level
This level is the demonstration level created for showing the game mechanics and quickly
teaching the player how to use them. It is designed to showcase the mechanics potential.
Section 1 ‐ Level Intro
This section is the beginning of the level. Here the player will face their first obstacle. The
game starts with the passage to the next section blocked. The player will need to change the
camera perspective in order to progress. The player will be warned that they need to change
the point of view when approaching the wall of the first obstacle. After learning about the
existence of the camera flip mechanic the player will access the level’s section 2.
Fig.13 ‐ Section 1 Front Side.
Fig.14 ‐ Section 1 Back Side.
Section 2 ‐ Broadening the mechanics usage
After learning about the camera flip mechanic in the last section the player now will discover
new usages for it. If the player only used the camera flip one time to pass the previous
obstacle they will arrive at this section with their way blocked[Back Side]. In this section the
player will learn that they can jump and flip the camera at the same time. The first platform
isn’t quite a challenge, the player can flip the camera and then jump on it. To jump from the
first to the second platform the player needs to jump and then flip the camera. The player
can fail this first attempt and fall into the ground between the two platforms. After
succeeding on jumping the player will have to test their skills on the jump from the second to
the third platform where there is no ground beneath. If they succeed on their attempt they
will easily reach the next section. Notice that there is a checkpoint right in the beginning of
this section. If the player fails on the second jump they will be able to respawn on a close
location.
Fig.15 ‐ Section 2 Back Side.
Fig.15 ‐ Section 2 Front Side.
Section 3 ‐ Introducing multiple paths
This section merges with the previous section. Just after concluding section 2 the player can
choose venture themselves on the top of the walls from the last section or keep going
forward.
Fig.16 ‐ Section 3 Front Side.
Option 1: ​By choosing the first option and exploring the usage of the mechanic they have just
mastered they are rewarded with a path with timed platforming. If the player fails in the last
part they fall into the second path and can try to climb again.
Fig.17 ‐ Section 3 Option 1 path
Option 2: If they keep going forward they will face 2 moving platforms that hides a passage
between them. The player is rewarded if they can recognize the visual cue and flip the
camera and jump into the passage heading to the ​Section 6. If they can’t see the cue they
can keep moving forward to ​Section 4.
Fig.17 ‐ Section 3 Option 2 path front side
Fig.18 ‐ Section 3 Option 2 path back side
Section 4 ‐ Easy mode ending
The player will have the first contact with boxes, levers and doors in this section.
Fig.19 ‐ Section 4 front side
Fig.20 ‐ Section 4 back side
Step 1: The player will have to combine their camera flip knowledge with the usage of the
box to reach the lever.
Step 2: When activating the lever the player deactivate the door now having access to a new
area.
Step 3: In this new area the player will notice that they will need the box again to reach a
new lever.
Step 4: ​The lever will activate a moving platform that will lead them to the end of the level.
Section 5 ‐ Medium mode ending
If the player succeeds jumping from the moving platform to the safe ground in Option 1 of
Section 3 they will access this section. In this section they will face a puzzle composed of One
box, 2 doors and 2 levers. The objective is to push the box until the end of the section in
order to finish the level.
Fig.21 ‐ Section 5 front side
Fig.22 ‐ Section 5 back side
Step 1: The player will push the box towards the deactivated first door until it is above the
door.
Step 2: After that they will need to activate the first lever in order to activate the first door
and deactivate the second door. Launching the box into the static platform above it. This will
open his way to the next step.
Step 3: The player will push the box off the platform towards the wall. They will need to flip
the camera in order to be able to put it on the deactivated second door.
Step 4: After placing the box on the door the player will need to jump over it to activate the
second lever. That will activate the second door and deactivate the first door. The box will be
launched upward and land on the door.
Step 5: The player will use the platform above the second lever to reach the box on top of
the second door. Then flipping the camera so they can land on the ground and push the box
towards the wall and reach the end of the level.
Section 6 ‐ Hard mode ending
This is the most daring part of the game. In this section the player will face swinging
platforms in different depths. The player will have to apply what they learned in Section 2
but now they need to be careful about the jump height, the distance from the swinging
platforms and the pit below them. There is a checkpoint placed just before the swinging
platforms so the player can quickly try again in case they die. After completing the jumping
puzzle they will need to open the door to reach the level’s end.
Fig.23 ‐ Section 6 back side
Fig.24 ‐ Section 6 front side
Step 1: They need to jump into the moving platform and then flip the camera and move into
the cave before they hit the spikes. There is a checkpoint placed in‐between this puzzle and
the jumping puzzle so if the player dies they will not need to go back all over to the beginning
of the section.
Step 2: After avoiding death the player will need to jump on top of the platform above the
spikes to activate the lever that will deactivate the door blocking their way to the finishing
line.
 

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The Adventures of Lionel Game Design Doc

  • 1. The Adventures of Lionel Game Design Document     
  • 2. Table of Contents  Personal Info Breno Leao Plinio Gomes Game Summary Essence Statement Game Overview Key Features/Game Pillars Camera Flip Environmental Puzzles Gameplay Elements Gameplay Overview Brief Description Gameplay Structure Game Objective Player Goals Win Conditions Lose Conditions Rewards Punishment Player Actions Challenges Gameplay Flow Lionel Role Actions Camera Flip How it works Player Feedback Indication Arrow Game Freeze Momentum Level Landmarks Level Elements Boxes Interaction with Lionel Interaction with Doors Levers Interaction with Lionel Interaction with Doors
  • 3. Doors Checkpoints Platforms Static Platforms Moving Platforms Swinging Platform Environmental Hazards Spikes Pits Collectibles Meat Level Design Demo Level Section 1 ‐ Level Intro Section 2 ‐ Broadening the mechanics usage Section 3 ‐ Introducing multiple paths Section 4 ‐ Easy mode ending Section 5 ‐ Medium mode ending Section 6 ‐ Hard mode ending
  • 4. Personal Info Breno Leao Role:  Game Designer/Artist/Programmer  Contact:  breno.leao.pimentel@gmail.com   Plinio Gomes Role:  Audio Composer  Contact:  gomes.plinio@gmail.com   Game Summary This section gives a quick summary of the game feeling and mechanics  Essence Statement Find a way in the jungle where a different point of view can change how you perceive the environment around you. After the human civilization reaches the habitat of the lion Lionel he needs to find a new place for his pride. Travel between the most beautiful and colorful African landscapes and the most inhospitable and mysterious Asian sceneries. Game Overview The Adventures of Lionel is a ​2D sidescroller puzzle platformer where the player needs to change the camera perspective in order to find hidden paths and solve puzzles. The perspective switching mechanic is similar to ​Super Paper Mario. The game consists in ​environmental puzzle solving. The player controls the main character, Lionel, guiding him in the level and interacting with level elements to solve puzzles. The ​camera flip mechanic is the main game feature. The player can use both sides of the sidescroller perspective. When flipping the camera the player will be able to access areas not accessible otherwise. The player will have multiple options to complete the level​. The ​level design plays a huge role on the game experience. All of them have at least 2 different endings and multiple paths in order to​stimulate the player to use the camera flip​to explore new areas.
  • 5. Key Features/Game Pillars Camera Flip All the game revolves around this feature. The player must feel the urge to use the mechanic while playing. The level design and puzzles should stimulate the player to keep experimenting with the camera flip. The player should feel the smartest person in the planet when they master the usage of the mechanic. Environmental Puzzles This feature supports the camera flip. The environment should tease the player to use the camera flip to find new ways. The combination of both features creates the puzzle solving system. The puzzles must dare the player to think outside the box and reward them with new areas or collectibles. Gameplay Elements This section brings an in‐depth explanation of game elements and mechanics. Gameplay Overview This section explains the highlights of the game and gives a high level explanation of gameplay structure. Brief Description The player needs to control Lionel in a 2D sidescroller environment. They need to use the camera flip mechanic in order to change their perspective to solve puzzles and progress in the level. Each level has multiples paths and at least 2 different endings. Gameplay Structure Game Objective ● Reach the end of the level Player Goals ● Complete the level ● Complete the level as fast as possible ● Collect all the Meats ● Find all the endings
  • 6. ● Solve puzzles to find new areas Win Conditions ● Complete the level Lose Conditions ● Get killed by environmental hazards Rewards ● Unlock new areas Punishment ● Restart level when killed Player Actions ● Movement ○ Run ○ Jump ● Camera Flip ○ The player can change the camera perspective ● Interact with Level Elements ○ Push Boxes ○ Activate switches or checkpoints Challenges ● Collect all Meat ● Solve environmental puzzles ● Find the path to the level’s end
  • 7. Gameplay Flow Fig.1 ‐ Gameplay Flowchart Lionel Role Lionel is the game main character. The player uses lionel to explore and navigate through the levels. If he dies the level will be restarted from the last checkpoint. Actions Lionel can perform 4 actions: ​Move​, ​Jump​, ​Push Boxes ​and ​Activate Levers. To ​move ​and jump ​the player should press the corresponding buttons in order to perform those actions. Lionel can move left and right and jump upwards. Lionel will ​push boxes if he moves towards it and collide with it. Lionel and the box will stop moving if there is something blocking the box’s way. There is no need to press any button to push the box, the action is automatic. The levers ​will be activated or deactivated when lionel collides with them. There player doesn’t need to press any button. Lionel’s Stats Table Stat Value Acceleration 4 px/step Max Speed 20 px/step Jump Acceleration 7 px/step Jump Max Speed 40 px/step Pushing Speed 14 px/step Gravity 9 px/step Tab. 1 ‐ Lionel’s stats table Fig.2 ‐ Lionel’s concept art
  • 8. Camera Flip The camera flip mechanic is the most important element of the game. Without it the game would be a regular 2D platformer. The flip adds depth to the game and level design. When used the camera flips the camera perspective. Then revealing new areas to be explored. How it works When used the camera will flip to the opposite side. From the Front Side to the Back Side (Fig.1). When the player tries to pass to the other side of a cave they will be blocked by the wall if the camera is in the Front Side. However they will be able to pass through it if the camera is in the Back Side(Fig. 2). Fig.3 ‐ Camera flip schematic Player Feedback When flipping the camera the player will have visual cues in order to make it clear where they are heading and what to do next. Indication Arrow The indication arrow will appear in the screen just after the camera flips. It will be ​pointing the direction that the player was ​heading to before​they used the ​flip​. Fig.4 ‐ Indication Arrow
  • 9. Game Freeze Just after the camera flip completes its movement the ​game freezes for ​0.5 seconds ​so the player can ​adjust their commands​to match the new direction they are now facing. Momentum If the player releases the buttons during the camera flip and doesn’t give any new command to Lionel after the ​Game Freeze, ​he will keep his ​movement momentum towards the direction ​he was going before the flip. This supporting mechanic try to ​not punish the player for not having quick reflexes. Level Landmarks All levels should have ​unique elements to help the player locate themselves after the camera flip. They could be ornaments or natural objects such as trees and rocks. They need to be ​recognizable at a point that the player would know if they had already been in a specific location. Fig.5 ‐ Landmarks Level Elements Level elements are objects that Lionel or other level elements can interact with. Boxes Fig.5 ‐ Lionel Pushing Box Interaction with Lionel The boxes can be ​pushed around by Lionel. The character’s ​pushing speed ​is applied to the box while he is pushing it. Lionel can also uses it as ​platform by landing into it. A box will ​kill Lionel ​if it falls onto ​him.
  • 10. Interaction with Doors When being ​pushed against ​doors, the box and Lionel will ​stop moving​. The door can ​launch the box upwards ​when performing its ​closing movement​. The door’s closing speed will be applied into the box in that case. Levers Interaction with Lionel When ​touched ​by Lionel ​a lever will be activated. The levers can be deactivated ​as well in specific situations if the ​level design demands ​it. Interaction with Doors When ​activated or deactivated the lever will affect certain doors ​by opening or closing them depending on​the level design. Fig.6 ‐ Deactivated Lever Doors Door ​block ​Lionel’s ​way ​when ​activated(closed)​. They can only be ​activated/deactivated by levers​. Fig.7 ‐ Deactivated and Activated doors
  • 11. Checkpoints The checkpoints are the ​place where ​Lionel will ​respawn after dying​. They are ​activated upon ​touching ​Lionel. If he dies before touching any checkpoint he will respawn in the beginning of the level. Fig.8 ‐ Deactivated checkpoint Platforms Platforms are objects where Lionel ​can land ​on but are ​not solid​. If Lionel is below it he can jump through it. All other movable level objects, such as boxes, have the same behavior. They all have one attribute in common, the ​depth ​that they are in the level. Elements can only ​interact with them when on the ​same depth​. When their color is brighter that means they are in the same level depth as Lionel and then he can land on it. If their color is darker it means that they are in other depth and Lionel will fall through it. Fig.9 ‐ Platform Depth Schematic Static Platforms They don’t move and are not affected by other elements.
  • 12. Moving Platforms These platforms move vertically or horizontally. They have a reach of 380 pixels from their origin and move with a 4 pixels/step speed. When they reach their limit it will change its direction. Fig.10 ‐ Moving Platforms schematic Swinging Platform These platforms have similar behavior as the moving platform but they have a ​pendulum moving behavior from left to right and vice‐versa. They move a speed of 4 pixels per step as well within a 1000 pixel circumference. They only move 180° from its starting point then swing back. Fig.11 ‐ Swinging Platforms schematic
  • 13. Environmental Hazards Environmental hazards are objects in the level that can kill Lionel Spikes They will ​kill ​Lionel upon ​touching​. Pits If ​Lionel falls​into a pit he will ​die ​after reaching the ​bottom of the level​. Collectibles Collectibles are objects scattered through the levels to help lead the player’s way and stimulate them to explore the level. Meat Every level has its own specific number of meat pieces. They can only be ​collected ​when ​Lionel touches ​them. They disappear from the level after collected. Fig.12 ‐ Meat
  • 14. Level Design This section shows the levels layout. Demo Level This level is the demonstration level created for showing the game mechanics and quickly teaching the player how to use them. It is designed to showcase the mechanics potential. Section 1 ‐ Level Intro This section is the beginning of the level. Here the player will face their first obstacle. The game starts with the passage to the next section blocked. The player will need to change the camera perspective in order to progress. The player will be warned that they need to change the point of view when approaching the wall of the first obstacle. After learning about the existence of the camera flip mechanic the player will access the level’s section 2. Fig.13 ‐ Section 1 Front Side.
  • 15. Fig.14 ‐ Section 1 Back Side. Section 2 ‐ Broadening the mechanics usage After learning about the camera flip mechanic in the last section the player now will discover new usages for it. If the player only used the camera flip one time to pass the previous obstacle they will arrive at this section with their way blocked[Back Side]. In this section the player will learn that they can jump and flip the camera at the same time. The first platform isn’t quite a challenge, the player can flip the camera and then jump on it. To jump from the first to the second platform the player needs to jump and then flip the camera. The player can fail this first attempt and fall into the ground between the two platforms. After succeeding on jumping the player will have to test their skills on the jump from the second to the third platform where there is no ground beneath. If they succeed on their attempt they will easily reach the next section. Notice that there is a checkpoint right in the beginning of this section. If the player fails on the second jump they will be able to respawn on a close location.
  • 16. Fig.15 ‐ Section 2 Back Side. Fig.15 ‐ Section 2 Front Side.
  • 17. Section 3 ‐ Introducing multiple paths This section merges with the previous section. Just after concluding section 2 the player can choose venture themselves on the top of the walls from the last section or keep going forward. Fig.16 ‐ Section 3 Front Side. Option 1: ​By choosing the first option and exploring the usage of the mechanic they have just mastered they are rewarded with a path with timed platforming. If the player fails in the last part they fall into the second path and can try to climb again.
  • 18. Fig.17 ‐ Section 3 Option 1 path Option 2: If they keep going forward they will face 2 moving platforms that hides a passage between them. The player is rewarded if they can recognize the visual cue and flip the camera and jump into the passage heading to the ​Section 6. If they can’t see the cue they can keep moving forward to ​Section 4. Fig.17 ‐ Section 3 Option 2 path front side
  • 19. Fig.18 ‐ Section 3 Option 2 path back side Section 4 ‐ Easy mode ending The player will have the first contact with boxes, levers and doors in this section. Fig.19 ‐ Section 4 front side Fig.20 ‐ Section 4 back side Step 1: The player will have to combine their camera flip knowledge with the usage of the box to reach the lever. Step 2: When activating the lever the player deactivate the door now having access to a new area. Step 3: In this new area the player will notice that they will need the box again to reach a new lever. Step 4: ​The lever will activate a moving platform that will lead them to the end of the level.
  • 20. Section 5 ‐ Medium mode ending If the player succeeds jumping from the moving platform to the safe ground in Option 1 of Section 3 they will access this section. In this section they will face a puzzle composed of One box, 2 doors and 2 levers. The objective is to push the box until the end of the section in order to finish the level. Fig.21 ‐ Section 5 front side Fig.22 ‐ Section 5 back side Step 1: The player will push the box towards the deactivated first door until it is above the door. Step 2: After that they will need to activate the first lever in order to activate the first door and deactivate the second door. Launching the box into the static platform above it. This will open his way to the next step.
  • 21. Step 3: The player will push the box off the platform towards the wall. They will need to flip the camera in order to be able to put it on the deactivated second door. Step 4: After placing the box on the door the player will need to jump over it to activate the second lever. That will activate the second door and deactivate the first door. The box will be launched upward and land on the door. Step 5: The player will use the platform above the second lever to reach the box on top of the second door. Then flipping the camera so they can land on the ground and push the box towards the wall and reach the end of the level. Section 6 ‐ Hard mode ending This is the most daring part of the game. In this section the player will face swinging platforms in different depths. The player will have to apply what they learned in Section 2 but now they need to be careful about the jump height, the distance from the swinging platforms and the pit below them. There is a checkpoint placed just before the swinging platforms so the player can quickly try again in case they die. After completing the jumping puzzle they will need to open the door to reach the level’s end. Fig.23 ‐ Section 6 back side
  • 22. Fig.24 ‐ Section 6 front side Step 1: They need to jump into the moving platform and then flip the camera and move into the cave before they hit the spikes. There is a checkpoint placed in‐between this puzzle and the jumping puzzle so if the player dies they will not need to go back all over to the beginning of the section. Step 2: After avoiding death the player will need to jump on top of the platform above the spikes to activate the lever that will deactivate the door blocking their way to the finishing line.