Something new
Last time we ended up with the player going through multiple battle arenas. In level design, it is very important to understand the pace and rhythm, for this reason, tense moments should be replaced with calm ones. After completing the challenges, we give the player a little break from this type of gameplay, explore the location, replenish the missing supplies, find secrets. This approach is a great opportunity to introduce the player to new mechanics. After a short walk through the city courtyards, the player is blocked by a gate that opens with a lever. At this point, we deliberately place the gate and the lever side by side and connect them with wire. This helps the player to clearly understand how these mechanics work in the game.