
Level 1
(Tutorial Level Greyboxing)
Using the planning I had already done as a big template, I began greyboxing individual rooms to test:


Which I then placed in order into what I thought was easiest first and hardest last:



The way these Levels were designed (With the room-to-room connections) were highly inspired by Celeste. Celeste does this to give the feeling of climbing a mountain, whereas in Haerenga I want the player to feel as if they are traversing an Island in search of their fish hook fragments:

A more zoomed in screenshot of a room during the greybox, the point of these greyboxes was to get a sense of scale for the size of these rooms, learning:
- How high and far Kauri can jump in these rooms
- The size of each room
- As this effect Kauri’s scale inside of a room
- How these rooms connect to each other

(Taken slightly further into developemnt)
As I was designing and readying our levels, Paula made our final tileset for our levels, which I could implement with rule tiling before our first playtest of this semester.
Now with our first level at a playable state, we decided to have a small playtest with our peers.

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