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Level theme: Difference between revisions
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*[[Random-element]] | *[[Random-element]] | ||
*[[Sokoban level]], or [[block]] puzzles | *[[Sokoban level]], or [[block]] puzzles | ||
*[[Time | *[[Time crunch level]] | ||
[[Multitask]]ing ''can'' be a level theme, but more often it refers to a time-saving strategy frequently used by [[bold time|bold]]-seekers. The same can be said of trial and error. | [[Multitask]]ing ''can'' be a level theme, but more often it refers to a time-saving strategy frequently used by [[bold time|bold]]-seekers. The same can be said of trial and error. | ||
{{Template:Stub}} | {{Template:Stub}} | ||
[[Category:Gameplay]] | [[Category:Gameplay]] |
Revision as of 06:48, 14 February 2019
Level themes are abstract ideas that often serve as a basis in level design. Levels may stretch one theme across the entire map, restrict some themes to certain regions, and/or merge multiple themes together. Some well-known themes are:
- Collision
- Connect the dots
- Four-element
- Itemswapper
- Maze
- Melee level
- Random-element
- Sokoban level, or block puzzles
- Time crunch level
Multitasking can be a level theme, but more often it refers to a time-saving strategy frequently used by bold-seekers. The same can be said of trial and error.