Devlog - Level design


Hello agent, it's been a while since my last devlog update on "R for Revenge". University has been keeping me very busy, but I'm excited to dive back into working on this project. For those who haven't been following, "R for Revenge" is a top-down shooter inspired by Hotline Miami, but with a heavier emphasis on skill-based progression.

In this devlog, I wanted to share some of my level design work and how I'm crafting the challenge curve. A key part of any game is making sure the levels gradually increase in difficulty to match the player's growing abilities. So here's a look at the first 3 levels I've designed so far:

Level 1: Player base,, this is where our main character will operate most of their usual activities, except killing one.


Level 2: This opening level serves as a basic tutorial, introducing the player to combat mechanics one step at a time. Enemies are spaced out with tight corridors allowing the player to get comfortable with movement and shooting. The level is short and linear to ease new players in.


Level 3: takes things further with patrol routes and environmental encounters added to the mix. Enemies now dynamically move around preset paths, demanding planning and careful timing to avoid detection. It also provides a player to choose which tactic they want to tackle in those levels. This level features the most enemies yet to push players applying their growing skills.


I'd love to get your feedback on these level designs and ideas for future levels. Progression is crucial so please let me know if you have any suggestions on how to smooth out the difficulty curve. Stay tuned for more devlog updates as development continues!

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