Guiding the player

After some testing, we discovered that players would lose their way in one of the areas in the factory level, and become unsure of where to go next. It simply left most people confused. Before going into what I/we did to fix it, lets break down the problem(s).


  1. This is what you see when you first enter the room. It’s not very interesting. Most people just simply walk forward without paying attention to what’s below or to the right, which is not what we had in mind.
  2. This is what you see if you look to the right when standing on the walkway visible in first shot. When designing the space I wanted to convey a sense of grandeur to the player, It feels like that somewhat succeeded but it’s at the cost guiding the player. Even though that’s the direction the player should go, it’s not clear exactly where you should be heading, which it reasonably should be.
  3. This is an overview of the entire area. The large open spaces gave the player room to play around with the robots, but at the same time it contributed to the confusion. Players felt like there had to be a more meaningful purpose to the area.
  4. This is where the player is suppose to go, the opening next to the rotating paddle wheel. The player needs to advance to the second half of the room to even be able to properly see this, and even then it’s somewhat obscure and difficult to see.


The screenshot above shows the view you now get when entering the area. What we did was cut the entire first part and re-positioned the entry point so that the player is directly infront of where they should be going. Even though there’s still some improvements to be made, it’s almost infinitely better than what it used to be.

Also, by cutting the first area we were able to put another puzzle in, which is something this level desperately needed. It was also possible to preserve the vista seen in 2nd of the smaller screenshots above, but with some changes to make sure the player doesn’t feel they should be able to get there directly.



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