For the first level, it was very much my goal to use it as a way to ease players into the mechanics of the game, as they are relatively complex. For this reason, the first pass of level 1 was kept to just one fragment (blue circle), which made the level very straightforward. My second goal was also to make the house as reminiscent as possible of an actual house, to allow for more intuitive navigation, which is responsible for most of why it's laid out like this.
The main issue with this layout was that the escape route was so short it was basically instant, which made it so that traps would be entirely useless, and this level would fail as a tutorial.
As I started my second pass on this level, we made the decision to increase the fragment count from one to two, since we wanted players to understand right away that multiple fragments needed to be destroyed to capture the shade, and having only one fragment led to friction heading into level 2.
With this new version of the layout, I really wanted to make the pathing for the escape route more interesting. I still wanted to keep it to basically one option for completing the level, to reduce the mental load of solving it, but escaping needed a couple twists and turns, which led us to this layout.
With the way the level is laid out, it becomes necessary to collect the fragment in the backyard first, then the one in the hallway. After both are destroyed, the player then gets a small choice of whether to go through the kitchen or living room to escape.
When furnishing this level, I decided to start the player with no traps and make them pick up all the ones they would be using. My playtesters were frequently having issues where they didn't realize they had traps and also wouldn't know to look for more in the environment, so this helped resolve both of those issues.
At this point, the layout didn't change anymore, as I was pretty happy with how the level felt to navigate. There were still some friction points, like the front and back doors not being openable causing some confusion, but the level was small enough that it wasn't often an issue.
You can see all the way at the right side of the house there is a bear trap down a really long dead end. This isn't someplace I really want the players to go, but every single playtester I had went down the side yard so I figured I would rather reward them then try to fence off this area.
For the second level, we went with an elementary school as a size middle-ground between the house and office. It ended up being a little big, but I focused a lot on making it easier and more intuitive to navigate so it was still strategically lighter than the office.
The reason I went with this loop design was because I wanted to open the door just a bit wider to players finding their own path for collecting the fragments. In the house, there was only one good path, but in this level, there are now two - you can start with either the bottom left or top right fragment and then run the map in a circle.
I had some earlier iterations of the level, still with a similar layout, but unfortunately, I did not document them. My biggest challenge with this layout was getting the sense of scale right - I made about 5 or so passes on just the sizes of the rooms.
Making this level also revealed to us how much we needed variety in traps. Without anything but the fragments existing in the maps, there became no reason to go in most of the rooms or even explore at all aside from to find the objective.
Before I finished this level, I took the time to implement the rest of our traps - the puddle and shock trap. With this, I could leave what I call "hooks" in the environment - invitations for players to place their traps in specific areas.Â
Specifically for this level, we introduce the puddle trap, which spills a bunch of water that conducts electricity. It does nothing on its own, but if you spill a puddle on any of the exposed wires on the map (circled in red) you will create an electrified field that slows down the shade.
This, paired with the bonus traps hidden in a few rooms, made exploring this level much more rewarding and intereresting as there was something to do in roughly 75% of the rooms. I also knocked down a couple of walls to give more routing options and expand some of the smaller rooms into larger, more interesting spaces.