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2D Water Dungeon
Level Design

Project type:        Personal project

Engine used:       Unity

Languages:         C#

This water dungeon design is inspired by the dungeons from the JRPG series Golden Sun. I started my process by writing down a list of every mechanic and action I wanted the player to have to make.

  • Jumping platforms

  • Pushing rocks -> create more platforms

  • Get on ledge ->walk on cliffs to push more rocks, creates path

  • Layers requiring player to climb up and down

  • Raise water/lower water -> fewer platforms when water rises, leads to new areas

  • Slippery ice -> make player fall into water

  • Push rocks onto ice to slide & create path

  • Open chests for items

Next, I drew out a rough sketch of what my rooms would look like. Some of the platforms in the drawing were taken out in the making of the levels.

  • The arrows next to long rectangles are pointing in the direction to push the Large Rocks

  • A platform is a "C" on it is where a Chest is located

  • A small rectangle with a line in the middle is a Lever

  • A large rectangle with a cross is a Super Large Rock which shows up even when the water level is raised

  • A rectangle with a squiggly line is an Ice Platform

First Room

This first area is used to introduce the mechanic of pushing the large rocks in order to create a pathway. In the beginning, there are two pushable rocks to create two paths; however, the right path leads to an impassible part. The player must go down the left path which leads to another pushing section. Once that pathway is created, the player can climb up the cliffs using the ladder and reach the other side of the room where another pushable rock is. This one will complete the right path that was initially impassible at the beginning. Now, the player can proceed to the next room.

Second Room

  • Second room introduces raising and lowering the water mechanic using the lever at 00:40

  • Southern pathway leads to a dead end until the water level is raised

  • Northern pathway leads to a chest and the next room, currently inaccessible until the water level is changed

  • Middle pathway leads towards the lever to raise and lower the water

  • Once water is raised, single square platforms, which are the lightest, rise up with the water

  • Player can now head down the Southern pathway for a room with a chest

  • Or Northern pathway to reach the next area

Third Room

  • Third room has the same mechanics with the addition of ice platforms

    • jumping on these will cause the player to slide until they fall off or run into a rock/platform​

    • ice platforms also rise with the water level

  • Goal is to learn to push rocks to the end of ice platforms to stop the player from falling into the water

  • Use the lever to raise water levels to reach new areas and taller rocks

  • Continue to find rocks that can be pushed to the end of ice platforms

  • Lower the water level to reveal newly created paths that lead to the next room

Fourth Room

The final room is the largest one that takes the player around the edges of the room until they reach the final goal in the center. The player has to use every mechanic to get through several sections.

  • First half starts with the player sliding on ice and pushing large rocks in order to progress

  • Raise the water levels to raise up the lighter and ice platforms to reach the taller rocks to continue

  • Eventually the player cannot progress until they lower the water levels which will reveal the heavier platforms underwater at 00:48

​

  • The next half starts with pushing the large rock on the cliff down south and dropping it into the water to reach an area with two levers

  • First lever raises the water level to reach the Second lever

  • Second lever lowers the water to reveals a chest

  • Second lever also raises the water to make the path towards the end

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