Level Design: Levelhead

Houman Gholami
6 min readNov 10, 2020
Levelhead — Butterscotch Shenanigans

Being delivered a package is often a very exciting occasion since usually the wait is long. Sometimes it takes so long that it seems it had to go through space while being protected by countless, cute delivery robots who sacrifice themselves for the package. Unfortunately, sometimes the package arrives in a condition by which one could only guess it was thrown around and used as platforms to reach high places and avoid spikes. At the very least this is the premise of the delivery system in the game Levelhead. Although this premise is silly, what I described are a few of the many mechanics and dynamics within the game. Levelhead mainly utilizes its level design to introduce the vast amount of mechanics and dynamics and is mostly successful in doing so while keeping the player interested. The game uses its appropriately named training levels to adequately challenge the player within and between each level and keep them interested. Teaching the player new mechanics is done by using affordances signifiers and the player is nudged and primed as they advance. While Levelhead does succeed in this aspect, it can use further polish in its delivery of level design.

In order to teach and lead the player, Levelhead establishes its state of flow and interest of the training levels. Each level starts with relatively easier platforming before introducing a few weaker enemies and more challenging platforming which includes more hazards and ends the level with a unique challenge of difficult platforming or boss battles. By doing this, Levelhead gives goals to players and keeps them engaged to facilitate its goal of teaching the player mechanics.

Levelhead — Butterscotch Shenanigans

The mechanics of Levelhead are introduced slowly over levels as the player familiarizes themselves with the game. As each level is explored and the challenge rises, the player is met with numerous signifiers which teach new mechanics. I will mainly focus on three major signifiers that are used to teach the player. The first and most evident type are often in the shape of large blue rectangles with images of button inputs and visuals of the corresponding action. An example of this is the very start of the game, where the player is met with signifiers to learn movement and jumping as they start their journey. These signifiers are often used to introduce new major mechanics of the game. Levelhead also uses arrows as signifiers to guide the player in performing actions. This could range from arrows to point the player in the right direction to indicating the location where an item should be placed. These signifiers usually point to dynamics by prompting the player to use mechanics they have learned to progress in interesting ways. Lastly, there are signifiers in the shape of signs with limited information on them. These often have no input images or text and only use visuals of actions the player can take to remind them of which mechanics they may use to progress. Although these signifiers do an adequate job of teaching, they appear far too often and not only clutter the screen, but also assume the player cannot learn and retain information as the arrows and signs persist over many training levels. Unlike these imperfections, Levelhead manages to use affordances to perfectly teach the player how the game works.

Affordances are usually the preferred method of signaling the player within games and Levelhead successfully uses affordances to teach the player. There are a few affordances within the game which focus on the jumping mechanic. First, there are gaps within the level which lead the player to realize they can jump. As the levels progress and the challenge rises, the player is met with larger gaps and taller walls with farther platforms. These let the player know that perhaps jumping higher is possible. These challenges can first be overcome by holding the jump button and later must be beat by using boxes, springs, and enemies. Leading on to the items of the game, there are quite a few items which let the player know they can be used by being jumped on. Boxes have flat tops and springs with platforms on them let the player know they can be used. Springs specifically are affordances that are shaped as metaphors. Enemies are also usually shaped with flat tops to indicate they can be jumped on. Spike balls are another example of affordances in the game indicating hazards. These affordances are a few of the Perceptible Affordances of the game. However, the game also has a few False Affordances such as trees, ceilings, and other platforms that look like they can be jumped on are out of reach and are only there as aesthetic devices. The game also has a few Hidden Affordances. One such affordance is the end platform of each level. Although there is a Perceptible Affordance that if a player jumps into the light shining from the platform, they gain extra points, but it is not clear enough that if the player jumps higher, they gain even more. Levelhead attempts to send this message by using signifiers in the shape of dots that the player wipes as they reach their height, but they are not visible enough to be noticed right away. Thus, Levelhead, does have many affordances except for a few imperfections.

Levelhead — Butterscotch Shenanigans

Levelhead enhances its level design and makes up for imperfections within the affordances and signifiers by introducing mechanics to nudge the player in the correct direction. While playing, the player is met with numerous coins which lead the player throughout the level in the correct direction. Through these coins, not only is the player rewarded, but they are guided through different length jumps, over hazards, and sometimes even to hidden locations within the level. Other items such as extra lives and collectables also lead the layer through each level and encourage higher dynamics and skill development. Alongside nudging, the player is also primed for major challenges as they play the training level. Often the player is show bosses or difficult challenges such as platforming behind locked doors or winding paths. This way the player knows what they are eventually reaching, but to do so they must first perform other actions. As the player is nudged through the level, for example through the collection of a key, to reach this challenge they are primed to face the challenge and are given a chance to think about their strategy. Usually bosses are larger versions of previous enemies and therefore the player is already primed for predicting the enemy’s movements and weaknesses before the fight. There are also numerous checkpoints especially before difficult challenges which signal the player that they may need to prepare for them. Overall Levelhead effectively manages to nudge and prime the player throughout its levels to teach them mechanics and dynamics as they play.

Levelhead — Butterscotch Shenanigans

As a result of its generally successful affordance, signifier, nudging and priming design choices, Levelhead sufficiently prepares a player for the focus of the game which is creating and playing custom levels. Although improvements could be made, the game manages to teach and lead the player through its level design clearly while keeping them interested and engaged with challenges. I will also admit some bias against games within this genre as I am not the biggest fan of them. However, looking at the game with a critical eye has enabled me to see it in a new and interesting light. I’m beginning to think I now fully understand why shipping takes so long!

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