Made some more progress on that Godot game. I haven’t gotten any further with the first level of world 2, so I’ve been spending much of my time making mechanics. One of them was the slow moving “level 2” mechanic that I stole wholesale from Super Mario World. That mechanic, despite it being frustrating to speed-runners, was always slightly interesting to me. To have areas of a level become accessible or hazardous just due to a layer of it oscillate up and down, it promised to make for some interesting timing challenges. At least in theory.
I decided to put that theory to the test, and start work on one the later levels. And despite being a little skeptical about whether the mechanic could carry through a level on it’s own, I came up with one that I’m reasonably happy with. The mechanic is introduce slowly, and in a rather non-threatening way, proving the player the means to get to higher ground. This leads into the second half, which will be a long underground section which will ramp up the difficulty by introducing the risk of getting crushed or missing platforms.
To compliment this is a new enemy that rushes the player. The player cannot do anything to defeat this enemy: combat is not really a thing in this game. All they could do is evade it before the enemy gives up. I am reusing the same “green slime” sprite for this but I’m hoping that the differing animations provide some hints of how this enemy’s behaviour differs from that of the simpler one.
Finally, it was time to consider checkpoints. While the first few levels were too short to justify adding them in, this one is just that bit too long without one. And given the difficulty ramp-up in the second half, having the player go through the slower first half every time they died would probably lead to frustration. So checkpoints are now a thing. They’re not free — costing 5 coins to activate — and they are sometimes mandatory, blocking the player from progressing until they pay the toll. But I think their presence helps with eliminating the areas of the level that would just be boring to play through again and again.
So yeah, I’m quite happy with this level. And I’m also happy in realising that I’m not bound to building this game in the same progression that the player will experience it. It’s better sometimes to just work on the areas that you’re ready to. I mean, it’s sounds obvious to say that now. Not sure why it took me this long to actually do so.