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Wong Sui Yang.

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MEGAMAN METROIDVANIA

A Metroidvania level with increasing difficulty to test the player's skills

Level Design

In this project, I am tasked to create 3 different levels classified into their respective difficulty; noob, ok, and veteran. I began to look at the details of the game closely.

 

Before starting on building the level, the first thing I determined was the core of the levels and concluded a Metroidvania. Next, I researched how Metroidvania games were made. The core of a Metroidvania game was an interconnected world with locked doors, sub-sections, as well as a secret environment the player, can explore at will.

 

After that, I look into every single ability available in the mega man maker from enemies to the special platforms to characters and finally character weapons/utility types of equipment. With this information figured out, I can pick out a skill set that is required for a specific weapon. At the end of it, I was able to determine a couple of skills I want the players to master as they progress through my level.

[Special Skills]

- M.Beam spawns a temporary platform so that players can gain access to the inaccessible.

- Thunder Claw which not only acts as a high damage weapon but also can be used as a grappling hook so that player can swing around the map

[Secret Bonus]

- Time Slow allows players to slow down time to gain a short window that they can react to attacks or moving platforms easily.

- Time Stop which stops time.

- S.Thunder which is a spread thunder weapon.

- Jewel S. gives a reflective armor that reflects projectiles

I had to make sure that secret bonus weapons are not a requirement to complete the levels.

Level 01: Noob Level

As I was not very well versed in Mega Man, my main goal for the noob level was to make sure that all my players that go through the noob level start with a proper tutorial of the basic mechanics.

 

On this screen, I placed destructible walls so that players will start by learning how to attack and slide. I also placed a blue gate locked by two keys at the starting area so that the players can keep in mind that this is an area they can pass through eventually.

In the next screen, I reiterate the same destructible walls as well as adding a very weak enemy with the intention of getting the player to get used to the attack and sliding mechanic. I have also set in place a very obvious secret unreachable area to make the players curious about how they could reach these items.

 

This is done also to get them to start noticing that there are such areas scattered all around the levels, thus encouraging the players to explore around the level instead of going with the standard paths.

In the third screen, I decided to make this area the endpoint of this level. The player will be able to see a special area with many Mega Man icons but will not be able to reach it.

 

The only way is to drop down to proceed. The energy item was also placed there intentionally as I won't lead the player’s attention that they have to somehow get to that platform before they can reach the endpoint.

In the third screen, I decided to make this area the endpoint of this level. The player will be able to see a special area with many Mega Man icons but will not be able to reach it.

 

The only way is to drop down to proceed. The energy item was also placed there intentionally as I won't lead the player’s attention that they have to somehow get to that platform before they can reach the endpoint.

After getting the blue key, the players will enter an area with higher intensity. This level will emphasize the sliding mechanic. To curb the frustration levels for a newer player, I placed a checkpoint at the start of this stage in case they die.

On this screen, the player will acquire their 1st utility weapon that will be used throughout all the upcoming levels.

 

As the level builder does not allow text for a tutorial, the workaround for it was to make a gap wide enough so that the players would never be able to get past unless they use the utility tool they have acquired.

 

Below the gap was a pit to catch the player so that they feel safe to attempt that jump. It also acts as a trap to force players to try the utility weapon. (Energy spawner placed in case player takes a long time to figure out the mechanic)

After taking the lift platform from the basement, the player will be brought to the upper levels again. The last key was again strategically placed so that the player has to make use of the M.Beam mechanic to reach.

 

After receiving the final key, the players will find themselves back in the starting area, however now with a cool new ability to make their platform, they can access these secret areas as well as the endpoint.

End Result: Overview

Here is the overview of how the loop will look after connecting everything. At the end point, the player will also be able to see the 1st screen of the “Ok” level. This was also done intentionally to give the player a sense of familiarity.

Level 02: Ok Level

At the start of the “Ok” level, I made sure to return the player their previously acquired utility weapon. I also introduce the 1st new level mechanic which is the Ferris wheel platform.

As the player progresses further into the level, I made this level on purpose so that the player has no choice but to head toward the utility weapon box.

 

They will then be introduced to the Thunder Claw. Grapple points (green circles) were then placed so that players can learn how to use them as swings.

 

Another new level mechanic is introduced to the players which is the moving laser beam. If the players touch it while swinging, they will be damaged and thrown off the hook.

End Result: Overview

In the overview of the entire level, it can be observed the extensive use of familiarity.

 

          - [Blue Box] - Reuse of level platform mechanics with increased difficulty

          - [Yellow Box] - Metroidvania styled loop.

Level 03: Veteran Level

In the “Veteran” level, I mixed in all the previous level mechanics as well as secret areas that the players may choose to explore by taking up the challenge of their mechanics mastery to gain secret bonus weapons to ease their journey.

Overview

It is the year 2050 and the surface world has been ravaged by flesh-craving zombies. Embark on a journey as a [sweeper], a group of special forces that is the final resistance of the human race in a bit to protect what is left of the old world. From rescue missions to extermination requests, there will never be a dull moment as you venture through the zombie-riddled surface world.

[Production]

:   01

:   03 Weeks

[Made With]

Roles & Contribution

Level Designer

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