Wednesday 5 January 2011

Level design lessons from Super Mario Bros 3

We are constantly looking for sources of inspiration whilst development continues on our next game. As luck would have it I stumbled across this post yesterday:


The post does a great job of breaking down the early game of Super Mario Bros 3. Concepts like gradually introducing new mechanics to the player, teasing them with possibilities, and rewarding exploration are things we want to implement.

How these design lessons fit into Gloop Troops 2 however remains uncertain. We are currently re-evaluating all the work done on Gloop Troops 2. We're questioning every decision and making choices about whether it's better to stick with the current formula, or to take the game into a bold new direction.


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