![]() ![]() Sure, the levels and areas are very linear, straightforward, and don’t cover any specific design choices made for combat, exploration, traversal, etc, and the puzzles in the game don’t offer deep level design aspects either, but I feel like there are at least a few level design decisions that were made that have a bigger impact than people might realise.Īfter reading all of this, I decided to take a look at level design in Undertale myself. While I’m not claiming people are wrong to state that there is hardly any actual level design in Undertale, I personally feel like people might sometimes cast aside Undertale’s level design a bit too quickly. ![]() While looking into different opinions on the game, including analyses, reviews, etc, I discovered that a lot of game developers who commented on the game and its design, were very quick to dismiss any actual level design aspects in its design, shifting focus almost entirely to narrative design, combat design, and overall game design. The decision to fight and kill enemies or to spare them is completely up to the player, presenting them with a different storyline, different encounters, and different endings based on their decisions. ![]() The USP of the game, and the element it has been praised for most often, is the playstyle choice the game offers to players. ![]()
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