Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
When the basic ideas are put into the level, then I am just trying to make it as neat and hard as possible... as long as I have free space to deal with ;)
That's a good idea :) I don't know when I'll be able to do that but I can already answer your question here:
- first, I design very small rooms, just to create game situations and see what kind of puzzle can be "interesting"
- then, I think about my level intention "what do I want to teach to the player ?", "what's the story I want to tell"
- finally, I make the level and choose the puzzles according to my intentions.
The next step is to playtest the level with people, fix the problem you didn't see before, and improve it, again, and again, and again :)