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Episode Name:

Guiding Players Without Taking Control

Episode Description:

The best designed levels are the ones that quietly guide players and build emotion without ever feeling restrictive. But too often, we feel the need to hand-hold to ensure they can progress, without realizing we’re doing more harm than good.

In this episode, we explore how level design functions as an invisible layer of communication between developers and players by breaking down the principles that help create experiences that feel intuitive, engaging, and rewarding, without players ever realizing we were always in control.

Q?Box Round Answers

PROMOTIONS

You can play my game for free on steam: https://store.steampowered.com/app/3971470/Rage_Quit/?curator_clanid=4777282

TIPS and ADVICE

We covered quite a bit today. Could you list 3 suggestions or tips you would recommend to indie devs based on our discussion?

  1. Master the 3 fundamentals
  2. Keep creating levels and challenge your self
  3. If it’s the first time you are creating a level try finding a level you really and recreate it. it will teach you a lot.

RESOURCES and LINKS

How to get in touch with Tomer Cohen

Website: https://tomerc133.myportfolio.com/

LinkedIn: https://www.linkedin.com/in/tomercohendesigner/
E-mail: tomer.c133@gmail.com

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