T-minus 2 hours to the jam deadline and we still had to build the level for our platformer Way of the Dodo.
We had the mechanics and assets all done, now we just an experience that would show them off.
Level design - how hard could it be?

What's in a Level?
The platformer is a mature genre with conventions well established. Nevertheless it can be difficult to understand which conventions give rise to which experiences. As big adventure fans we wanted our sacrificial dodo simulator to have a similar feel to its inspiration Yoshi's Island. How does that game create the feeling of a wild journey in a living breathing world while the Mario games before it felt more like obstacle courses?
Our Lens
Let's examine a couple of famous levels through the lens of objectives. We'll be looking for three aspects:
- Main Line - this is the player's most direct route to the end of the level (we can think of it as the 'main objective')
- Secondary Objective - this is any objective just off the main line that provides the player with a reward
- Secret Area - this is an area that is hidden off-screen and provides an entirely optional and supplementary gameplay sequence. Its existence must be hinted at.
Although secondary objectives help give players a sense of ownership, it is the secret areas that are the true heart of exploration. They are the players' own discovery and so are the experiences those players will hold as their own.
Mario in Review
In these classic first levels from the Mario canon
- the main line will be shown with a red line
- secondary areas will be highlighted with a pink box
- secret areas will be highlighted with a yellow box.
Super Mario Bros.
➚Source
The original Super Mario Bros contains many secondary objectives. If you were to count every question block as one it'd have many many more than are displayed here. The level even contains an area with two equally valid paths just before its centre. It only contains one secret area (which serves the purpose of speeding up progress for seasoned players) but provokes exploration via hidden question blocks. The main line is straight and there are only three 'levels' to the course, all of which are visible at all times on the screen. Others stages in the game will provide secrets (warp zone and vines to the clouds as examples) but these are exceptions rather than the rule.
Yoshi's Island
➚Source
In stark contrast the first level of Yoshi's Island has four whole secret areas. The main line also changes direction twice during the level, and undulates at lot throughout the rest of the course. Furthermore many areas are off-screen and hinted at via various visual cues and pattern repetitions. The first secret, heavily signposted, informs the player that this is game where going right is not always the only path. This idea is repeated in the fourth secret area, where having climbed the beanstalk the player can go the opposite direction as the signpost to find a Smiley Flower and hidden question cloud in the crevice below. You can really tell that this was designed to be a different experience, something mirrored in the slower pace and expanded move-set of the game.
If you've played these games this makes a lot of sense. The earlier Mario games feel 'more hardcore' akin to later masochistic platformers like Super Meat Boy, N++ or Oco, while later games like Yoshi's Island and the 3D platformers feel more like grand, accessible adventures.
Way of the Dodo
As we wanted Dodo to feel less like an obstacle course and more like an adventure, we wanted to ape this latter style, and so...
- We needed a main line that changes direction
- We needed a consistent flow secondary objectives (present in both styles of platformers)
- We needed many secret areas
Level Designers' Toolkit
So we know what aspects we need in our level, but how we can create them? The original Super Mario Bros. uses coins, lives, power-ups and shortcuts to act as goals for their secondary objectives. Yoshi's Island additionally uses red coins, sunflowers and health, all of which unlock additional content for the game. The greater the rarity of a collectable however, the more restrictive their placement becomes. With this in mind, let's look at the most common of collectables, the 'coin'.
The Purpose of Coins
Coins (in our game, bolts) are so versatile they have become a fixture of the platform genre. When I first started laying out the level, I was placed them all along the floor like breadcrumbs. It wasn't engaging. Why not? Why is it that in most 2D platformers coins are very rarely placed directly on the 'main line'?
Because when they're on the main line they add nothing but a juicy particled dopamine hit on collision. Their placement needs purpose and fortunately for coins they can have several. This can sometimes lead to their placement appearing haphazard, but knowing why a coin is somewhere firms up the visual language of the level, making it easier for the player to parse.
Here are three reasons behind coin placement.
Posing Optional Objectives
This is the bread and butter of coin systems both in 2D and 3D; they provide a low-effort secondary objective just off the main path. Players can decide whether to engage and collect them (they are, of course, rewarded with coins) or ignore the objective altogether. This may not be as explicit as a secondary objective in an RPG or other, but the player nevertheless has the same choice, and can organically move in and out of the objective without much effort. As a trivial example, think of coins placed just above the main line, forcing the player to jump. It's short, simple and entirely optional.
Providing the Player Hints
As secrets are often hidden off-screen, it is important for a level designer to give the player opportunity to discover them. This can be achieved through object placement, set dressing, or even coins. Here for instance, we used a bolt at the top of the screen to indicate the presence of a secret area above.

Leading the Player Forward
This is closest to bread-crumbing and can easily be overused, but sometimes the player might need an extra incentive to drive them forward. This might be because of a convention being broken (i.e. moving left instead of right) or a challenging hurdle (yes, you can make this jump!).
The Purpose of Better-Than-Coins
➚Our collectables: bolts and eggs
One issue you may have noticed in the original Super Mario Bros. is a secondary objective or secret area's payoff can sometimes be out-of-proportion to its buildup. A secret pipe only leads to an small increase in coins, a trip to the clouds perhaps a few more. Beyond extra lives (and the rare but mind-blowing warp-zone) there is little the level designer has to dangle in front of the player. It's no wonder then that each subsequent game added more and more rewards to complement coins.
As we wanted to give the player a big(-ger) payoff for discovering secrets we made a second, rarer currency in the form of eggs.
How'd We Do?
Here's a look at how the level turned out.

As you can see the main line is anything but straight forward, going up, left, right and down in different places. We used bolts to create secondary objectives that allowed players to practice new mechanics, hint at new areas and provide forward momentum. We also created four secret areas, three of which feature an egg as a reward.
We also tried to teach the player the mechanics in an intuitive and pressure-free way, but that didn't go quite as planned!
So ends this non-exhaustive review of our approach to level design. If you have any thoughts or criticisms on the topic we'd love to hear from you, and if you'd like to read about our inspiration for the game my partner-in-jam @pilchard did a great write up here:
https://ldjam.com/events/ludum-dare/43/way-of-the-dodo/way-of-the-dodo.
And if you'd like to give it a spin you can play the game here: https://ldjam.com/events/ludum-dare/43/$133195
Thanks for reading!