Soulslike Leveldesign
A leveldesign I made by myself in Unity using Invector "Third person controller". The purpose of this leveldesign was to make a tough but fair "dark soulish" level where the player needs to be careful, be aware of the environment, enjoy tough combat and finding secrets in the level
Gameplat Overview
Player escapes from a dungeon cell and needs to traverse dangerous hallways to escape.
Armed with sword and shield the player can combat enemies but must be cautious. The enemies hits hard and can easily ambush the player but enemies are not the only danger. The dungeon also has deadly traps in form of spikes.
Besides attack the player can also dodge, jump, block, pickup items and climb ladders
My goal with this level
- Too make a level a kin too dark souls where the level rather than traditional tutorials teaches the player to play cautiously with "cause and effect" gameplay examples
- Make use of the skills I learned as a "Game & UX Designer" to help guide the player
- Make a linear level that dont feel linear and has replayability
Environmental Guidance

Screenshots
Using enemy to guide player to alternative path

Flow Chart

Reflections
What went good?
- Managed to use techniques to guide the player without text
- Although linear, the level feels replayable with alternative paths and secrets
- Variation in gameplay
What could I have done better?
- Shortcuts would improve the level. Its always a good thing in soulslike levels since it adds satisfaction to the player
- Make more use of the jumping mechanic
- Its a little bit too easy to just run past all enemies
- Make rooms bigger and more believable