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.