The steps in the right order
- 1Tune the jump first
Jump height, run speed and gravity are the heart of the game. Try different values on an empty floor until control feels light and precise.
- 2Draw a teaching level
A small gap, then a higher platform, then a gap with a hazard above it. The player learns from the level itself, with no text.
- 3Add danger and reward
Spikes and enemies that patrol a fixed path, and coins that point to the right route.
- 4Place checkpoints and a goal
A checkpoint before each hard stretch, and a flag or a door at the end so the player knows they won.
- 5Test it on a phone
Touch buttons change the feel. Make sure the hard jumps are possible with a thumb.
Level design: do and don't
- Jumps where the player cannot see the landing.
- Three new hazards in one stretch.
- Punishing a death by replaying the whole level.
- Show a hazard somewhere safe before it gets hard.
- Raise difficulty gradually, then give a short rest.
- Make a hazard's hitbox slightly smaller than its drawing.