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Skyscraper Assault

Level Design by Rafael Nogueira


First Area

Second Area

The final boss is composed of a giant Turret and small drones and requires the player to use their agility and shooting skills to defeat it. As a reward for beating the final boss, a jetpack is offered, which allows them to reach the object point and complete the level.

This level is designed to test the player's abilities to run on walls and shoot enemies. The level also has a puzzle element that makes the player use their problem-solving in the best way a shooting game can possibly offer, shooting at objects.

“Beat the Boss, Grab Jetpack, Reach Rescue”

Project Details

Level name: Skyscraper Assault

Engine: Unity

Assets and code source: FPS Microgame

Blockout Tool: ProBulder Tool

Wall Running Skill Test


The first area consists of a set of rooms connected by walls that the player must run on to reach the second area.

Why at the beginning of the stage?

I decided to have this wall running part of the level at the beginning to avoid breaking the “flow” of the game as a shooter.

Since the player goes back to the beginning in case of falling from the stage, if the player fails falling from the wall, it will be less frustrating for the player, as he will not “lose progress” on the stage.

The first gap is connected by a single wall being the most basic version of the skill.

At the second gap, the player would have to use two walls to cross, but jumping at the right moment, only one would be necessary.

Why?

The decision on how to cross the second gap using one or two walls should be up to the player. The second wall has a health item to collect, which will reward the player for doing the “risky” movement.

The final room of this area will require the player to wall on the room walls to reach the upper floor. If the player completes the set of movements perfectly until the upper floor, the player will get high enough to collect the second first optional weapon of the stage.

Again playing “flawless” results in some advantage, but the level can not frustrate, keeping the player stuck in the name of the difficulty.

I always try to keep the balance between “risk” and “reward.” The decision keeps the player engaged, makes the level fun to play, and opens the possibility for replayability.

Enemy Encounters

The beginning of the second area is a large room with a couple of robotics enemies. The player must use their shooting skills to defeat the enemies. The enemies of the Skyscraper Assault level consist of turrets and groups of flying drones.

A breakable glass leads to a wall where players use their run wall skill to reach an external corridor.

At the end of the external corridor are two paths; the most hidden one leads to an extra room that works as a bonus shooting challenge offering as a reward for the player's exploration, the second optional weapon of the stage.

The most apparent path and the alternative path will both lead to a small room with many breakable objects, destroy the objects in the room and the button will be revealed.

After shooting the button, the player will have access to the final area of the level,

The player will encounter with giant turret and a group of drones.

The door will offer refuge but also cause what is known as The Door Problem of Combat Design.

The technique I am applying to solve the Door Problem is the “Reward for Risk,” offering health power-ups at the opposite side of the boss stage.

Plus, once the door opens, drones can follow the player inside the room when alerted.

Final Boss Area

After defeating the boss, a Jetpack is rewarded to the player.

I could have ended the stage after the battle, but the sense of reward of being able to “fly” after beating the final challenge is what I was looking for to finish the experience.