This is a level that I worked on as a starting point for a new game project I intend to work on throughout the rest of my time at school. It was meant both as both a first foray into level design and as a way to test some story and aesthetic concepts for the project. As the project continues, obviously, the visuals will improve, but for now I wanted to test gameplay and story concepts. Any constructive criticism is welcome in the comments!
BACKGROUND
----------------------
The story of the level: your trusty ship, the First Draft, has been attacked by a band of scruffy pirates known as Scavs. Your best friend and mechanic wakes you up and sends you to collectparts to repair your damaged ship. You must get to these parts before the Scavs who have landed to try and pick what wealth they can from your wreckage. If you don't, the pieces can still bewon through combat.
Complicating the situation further, many of the floating islands that you try and scavenge from are relics of an ancient, technologically advanced civilization and powered by molten-lava cores.
The fight and ensuing crash has destabilized this core, and you must get all the parts and get out before the lava levels rise too high and destroy you and your ship.
There are other goodies scattered around, and the level can be navigated in multiple paths, since there is not really an "end flag," but rather a number of items to acquire before the level couldbe completed.
NAVIGATION KEY
----------------------
Green Floor tiles are elevators. They will go up or down between two points, exactly the proper height.
Blue floor tiles are considered traversable. Unless movement or some other obstacle impedes your ability to move to one, you can consider them all walkable.
Brown/Black tiles are untraversable. You can't walk on them or use them for navigation in any capacity.
Green Wall Tiles are hidden doors. In a full game, they will actually be hidden, but for testing purposes, this was easiest and most helpful.
Green and Gold Objects are treasures- non-essentials, but still rewarding.
Red is hazardous or an enemy.
White objects are mission-vital pickups (none are currently functional, they're just stand-ins for now).
Green Characters are friendly NPCs, such as Carbon, your trusty sidekick.