Monday, December 28, 2015

DECONSTRUCTING #002: Level Design Construction of Odallus: The Dark Call

DECONSTRUCTING: Level Design Construction of Odallus: The Dark Call


INTRO
Odallus: The Dark Call (referred as Odallus from now on) is one of my favourite games of late. Like Joymasher’s previous game, Oniken, it’s a true homage – a love letter – to the action platformers of the golden era of the genre, the 8-bit home console/computer era. It has a great gameplay and all around level design, but what really reeled me in, was the high level part of their level design, the way they constructed the main progression in their game.

NOTE: This article has mild spoilers. Nothing, that I personally think will ruin the game for anyone, but still, it’s something I’d like to mention before anyone reads further.