Summary
-Level layout is primarily vertical
-Flow managed by building upon smaller initial tasks that teach basic mechanics to teach more complex ideas eventually
-Interactivity
-Platforming (jumping, climbing, visual cues)
-Complex mechanics (changing views to navigate the level)
-Some Initial commands given, player inference for all other situations (interactivity)
-Obstacles physical
-Negative Feedback (death, restart)
-Positive Feedback (treasure, keys, maps)
-Story incorporated into tutorial by mechanics
Analysis
The level layout is primarily vertical, placing the character start point at the bottom of the level. The vertical layout demands the player become accustom to traversing vertically by means of jumping or climbing (via vine).
The flow is managed by initially presenting the player with a simple task and following it up with another simple yet achievable task. Entering the level cues an animation, which infers the player should check their mailbox; this introduces interactivity with the environment to the player immediately. The player can than test this on a nearby sign and NPC validating that B is indeed interactivity for all objects. After checking the mailbox the player is informed they should meet a NPC atop the village, this introduces movement mechanics to the players by having them move upwards. Players quickly learn any object with grass or a greater saturation than the receding environment is a platform that the player can walk upon. Navigating to the top is fairly simple. Players learn that they can climb vines because it’s presented as the only forward, and players learn to hang onto and then pull themselves onto platforms by having them just barely within reach.
The player reaches the top a cut-scene occurs and the players finds themself at the start position again, except minor changes have been made throughout the level eliminating the ease at which you climbed the level the first time. The player has also unlocked a new ability, to change views (This functionality remains in a 2D perspective throughout the game, the player simply changes from one flat side to another. The player can look at an object from the front, back, right, and left sides but only one a time in a 2D flat perspective). This mechanic is introduced to the player directly by a floating ethereal cube, as it’s a bit abstract to infer. The players goal is to now collect pieces of a cube that are spread out across the level to unlock the door that leads to the next level. The only way to navigate the level now is to use your newfound ability because the paths have been altered. For example the player must change perspective to make jumps as they’ve become far too long for them to make. Cubes also lie on the different planes forcing the player to change planes if they want to continue the game. The collection of cubes is steadily introduced by having one immediately in front of them; the rest the player has to search for and change planes to obtain.
Complex platforming is introduced to the players who seek the treasure. All treasure was previously unobtainable in the previous layout because the player lacked the means to get to it. Most players want treasure so it forces complex problem solving to create pathways, such as changing views to where a platform is no longer to your side and out of reach but to your front and a step away.
All obstacles are physical; there are at the time of the tutorial level no enemies. Players have to face obstacles to get to cube pieces, which are an obstacle themselves because you cannot exit the level without collecting a certain number of them.
If the player fails to climb and falls, he dies. There are unlimited lives for the player though. Positive reinforcement comes in your spectral cube companion who praises you and in rewards such as maps, keys, and more cubes.
Some initial commands are handed to the player such as press B to interact with the mail box, but no further commands are given for that action and no further prompts appear for it leaving the player to only infer that when around certain objects click B will prompt a dialogue or action.
The story is directly incorporated into the tutorial as the story is heavily tied to the main mechanic of the game, switching views. The plot is every character in the game lives in a 2D perspective. You gain the ability to switch from one 2D perspective to another, the cube that gave you this ability explodes and your pushed to find the pieces of the cube and put them back together to stop the universe from tearing itself apart.










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