Jacob Mills

Freelance Level Designer

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Solution to the second level, demonstrating the core concept of the game (animated)

Drag Queen

Solution to the second level, demonstrating the core concept of the game (animated)
Solution to the fifth level, introducing bumper blocks and the aggressive wizard antagonists (animated)
Solution to the tenth level, introducing brown blocks that are affected by gravity (animated)
Solution to the eleventh level, introducing destructible pink blocks. This is a puzzle centric level (animated)
Solution to the fourteenth level This one is more reflex-based (animated)
The title screen. The title text can be dragged around, as an easter egg.
Level 1 introduces the player to the core concept of block dragging, by requiring them to form a bridge
The screen after beating a level
Level 3 introduces the player to the concept of deaths by falling
Level 4 sets out a clear path for the player to traverse
Level 5 introduces wizards and blue blocks. The green block is put there for panicking players to block the shots quickly.
Level 6 is similar in concept to level 2, but vertical. Daring players can try to click the Princess as she falls by the exit in order to complete it.
Level 7 introduces destructible pink blocks. Killing the wizard too soon leaves the player unable to beat the level, one reason the reset button was introduced
Level 8 requires some coordinated block shuffling in order to reach the exit.
Level 9 is reminiscent of level 2 (the start position is on the left of the wall by the exit)
Level 10 introduces brown blocks, which fall due to gravity. The concept is taught by evoking the feeling of the first level
Level 11 is a mix of puzzle and reflex based gameplay
Level 12 is another block shuffle level (the exit is obscured by a block)
Level 13's puzzle is dictated almost completely by the pinned block in the corner
Level 15 is made more difficult by the game's rough gameplay. The intention was to be chased by the projectiles while using the one block as a shield and step
Level 16 allows you to satisfyingly kill a wizard by crushing him with a brown block.
Level 17 requires the player to incrementally build steps
Level 19 uses the unique block properties to force the player to move blocks in quick succession
Level 21 requires patience and is a chilling foreshadowing of the final level
Level 22 requires the player to hold right. That's it. It's unique, at least.
Level 24 requires the player to carefully think about her block placement before the Princess is even able to move.
Level 25 is reminiscent of level 21, but with two pink blocks instead. This stops the player using one as a shield and makes the final level extremely difficult to complete
Level complete screen after level 25
Posted on November 18, 2020 by Jacob Mills.
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