
SETTING

Set across the upper streets of a cyberpunk city, this level uses height, landmarks, and strong visual guidance to lead the player toward a central tower. The design focuses on readable progression, vertical scale, and a constant sense of moving closer to the final objective.

DESIGN
Pacing


Level Design Objects

Regular Hook
A fixed traversal anchor used to create controlled movement opportunities in the level. When targeted by the player, the hook triggers a smooth curved jump, turning static level objects into readable and interactive navigation points.

Spline Follow Hook
A guided traversal variation where the hook follows a static spline path through the level. The player can attach to the hook and move along the path in either direction, creating controlled navigation routes, readable movement flow, and more dynamic traversal opportunities.

Car Hook
A traversal hook parented to a moving vehicle following a spline-based highway path. Once the player attaches to it, they inherit the hook’s movement, allowing them to ride along with the car and use moving level elements as part of the traversal flow.


Gates

Keycards
Keycards are progression items dropped by enemies after a defined number of deaths during combat encounters. This allows each gated battle to guarantee a minimum number of Keycards, giving clear control over how many progression items are spawned in the space.
The player must collect these Keycards and use them later to unlock the next gate through a Keycard Machine.

Keycard Machines
Keycard Machines validate Keycard-based progression and are placed near gates so the player can easily find or return to them.
They provide feedback through animated sprites, raycast outline, UI text, and confirmation sound. When activated, they disable the metro force field and stop traffic until the player exits the tracks at the intended destination. Once used, they cannot be activated again.

Upgrade Machines
Upgrade Machines let the player buy HP, Weapon Damage, and power-ups: Hook Pound, Shock Shot, and Enemy Telekinesis Throw. They support combat depth and boss fight preparation while also acting as clear Respawn Points.
Feedback is given through animated sprites, animated 3D elements, and sound effects on approach and interaction.


AI's

Average AI — Baseline Ranged Unit
A common ranged enemy designed to maintain combat pressure through slow, readable tracer shots. Its small magazine creates reload windows, giving the player clear opportunities to dodge, reposition, or counterattack. Used frequently across the map as the baseline threat for encounter pacing.

Flamethrower AI — Close-Range Pressure
A close-range enemy designed to force player movement through sustained flame damage. When the player enters its attack radius, it activates its flamethrower and continuously pressures the player within range. Its weapon tracking allows it to follow the player’s position, creating a dangerous but readable attack pattern that encourages dodging, repositioning, and keeping distance.

Flying Medic AI — Support Unit
A flying support enemy that prioritizes healing injured allies before engaging the player. When no ally needs support, it switches to an offensive behavior: if the player enters its follow range, the medic will stay close and rotate around them, creating constant pressure and making it harder to ignore. This makes the medic a high-priority target during encounters, as it can both extend enemy survivability and disrupt the player’s positioning.











