Allan Didier

GD 2D Game Kit Level 3

Unity WindowMake a progressively challenging game using your knowledge from the prior 2D Game Kit projects. The goal of the prior two projects was to learn how the 2D Game Kit works, what are the pieces and how to use the game pieces. Now that you know how the 2D Game Kit works, put some real through and planning into your game. You can add a third level or start from scratch, but your game should start out easy and get progressively more difficult. You should guide the player through the controls and new features using the dialog boxes as they appear in your game. Rather than focusing on individual elements in the game, focus on the game dynamics and aesthetics. Develop some real themes to the levels or areas of your game such as puzzle solving, parkour, enemy fighting. etc. Check out the Level Design page for more ideas on how to design levels and themes. 

Level 3 Project Details

For a completed 2D Game Kit Level 3, your game needs the following

  • At least one new level.
    • Uses the whole height and width of the background image.
    • Uses at least 200 platform pieces.
  • Level Design and/or Themes
    • It is very evident that certain areas follow certain game themes like puzzle solving, parkour or enemy fighting. 
  • Game Dynamics
    • All of the above game dynamics should be easy for the player to use and understand.
    • The level starts as a tutorial on how to work the game mechanics.
  • Game Aesthetics
    • Players should be interested to see what comes next.
    • The game should have some progressive difficulty. The longer you play, the more difficult it becomes. 
    • The game should be easy to follow and understand. 
    • The game should have a good balance of difficulty, not too easy and not too difficult. 
    • It is obvious that some thought and planning went into building the game. 

2DGK Level 3 Rubric

Grade / Topic

A

B

C

New Level Creation


The whole width and height of the background have been used.


At least 200 platform pieces have been used.


The new level may have the robot boss, be a tutorial level, or just a level with designed to increase the difficulty. It fits well with the other levels.


Most of the width and height of the background have been used.


At least 150 platform pieces have been used.


The level partially fits with the other levels.


Only half of the width and height of the background have been used.


At least 100 platform pieces have been used.


The level really doesn't fit with the other levels and is just another random level.


Area Themes

It is very evident that certain areas follow certain game themes like tutorial, puzzle solving. parkour or enemy fighting.



It is somewhat evident that certain areas follow certain game themes like tutorial, puzzle solving. parkour or enemy fighting.



There are no real areas with any clear themes.


Game Dynamics

The game dynamics are easy for the player to use and understand.


The first level starts with a tutorial on how to work the game mechanics.


The game dynamics can be a little confusing.


The first level partially walks through how to play the game.


The game dynamics are confusing.


The first level does not really help learn how to use the game mechanics.


Game Aesthetics

The game is not too easy and not too difficult.


Playing the game is enjoyable and you want to see what comes next.


The difficulty progresses allowing more challenges the longer the player plays.


The game is easy to follow and understand. 


It is obvious that some thought and planning went into building the game. 



The game is a little too easy or too difficult.


Playing the game is a little frustrating, but you want to see what comes next.


The game is somewhat easy to follow and understand. 


It is somewhat obvious that some thought and planning went into building the game. 


The game is too simple or really difficult.


Playing the game is too easy or too difficult. You don't care what comes next.


The game is not easy to follow and understand. 


The game seems randomly or haphazardly designed.