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.
THE CONSTRUCTION
When
you first start Odallus, it plays
pretty much like your standard classic 8-bit action platformer: pretty
linearly. Sure, you can do some non-linear stuff in the early levels too, but
in the start of the game there isn’t that many reasons for doing so, other than
few minor alternative paths and secrets. As Odallus can be quite a
challenging game, this is a
kind of a good way to keep the focus tightly in the basic game mechanics during
the early parts of the game, as the exploration hasn’t yet kicked in. Let the
player get familiar with the core mechanics, action, movement and so on.
In
the start of the game there is also only one level unlocked. Beating the first
level unlocks the next one in a traditional style. The levels are not connected
to each other in any real way, but you can see from the map screen, that there
are more levels to unlock than the “next in line”. For example you can see
right after you beat the first level, that you now have also a path to another
level, which locates kind of in underground, but you can’t reach that place
yet, no matter how you try. So, even though it might remind you of for example Castlevania III, where you have
branching choices what path to follow – which level to tackle next – in Odallus
it’s not quite so.
![]() |
| There seems to be a path into underground too, but the player can't reach it yet. |
If
you have any experience over 2D platformers with exploration and secret areas,
the game starts to tease and give hints quite early, about the possibilities
for exploration, which mostly can’t be missed by an experienced eye. But, as
the levels aren’t really connected as an open world-like manner, you’ll always
start the level from the same starting point, like in any classic action
platformers. (Note: when you start to unlock
the 4 underground levels, you’ll get a shortcut-teleport [if you find it] near
to the mini-boss fight, to make it more tolerable to try again, as the
mini-bosses can be tough).
![]() |
| Yeah, pretty strong hint, that some ability might allow you to reach the platform. |
After
you beat more levels, especially the first 4, it’ll become more and more clear,
that you have to find some new abilities and upgrades, which could open routes into
the “underground” levels, as well as opening routes for more exploration and
secrets. This point in the game starts to make it more and more non-linear
affair. You’ll start to naturally visit the early levels again, as you’ll
probably remember some places you can use the new abilities. Pretty standard
stuff in any exploration game.
![]() |
| The player can get abilities, which make it possible to pursue new routes. |
So,
what’s the idea here then? Why write about it, when the linearity and
exploration is “pretty standard stuff”? Well, the brilliance here comes from
that high level design choice of
making a kind of a hybrid level design solution, that mashes up the traditional
linear 2D level design and the more Metroid-like exploration. It still firmly
retains the classic linear level based way of approaching though, where every
level is their own entity, in which
you always enter the level from the same point, mostly progressing “from left
to right” every time. But gradually
adding a lot of exploration on top
of that.
THE BENEFITS
What
makes this design decision so good in terms of level design, lies strongly in
the way it handles restrictions. Whereas I LOVE the exploration action genre, 2D
and 3D, the thing that usually bugs me a bit, is the in-coherency of the level
design, when approached from two (or more) directions. In most of the
exploration games you’re approaching the same challenges from different
directions, in a more open world manner, thus forcing the level designers to usually do a LOT of compromises. It usually also
shows, more or less, even in the games, that are widely considered classics and
are also praised level design-wise. And even IF the level designers are able to nail it, it sure isn’t an easy
affair to design a level that has to work well, when approached from several directions,
thus eating a lot of development resources.
Many
traditional exploration games also sometimes fail a bit, especially in the near
end-game, in keeping the level challenges interesting per minute basis, as
there are sometimes a lot of backtracking. This is the point where the pitfalls
of the traditional, more open world-like connected approach start to show.
Players might go rather long trips from A to B, or to a teleport (which of
course can make the trip more manageable). But, as I said above, this is the
weak part, when the player has already tackled the challenges many times – It would benefit a LOT to have as good level design as
possible to make this more enjoyable part in the game. The “2 or more directions
to approach the challenge” doesn’t give the best deck of cards for executing
that.
Then
again, for some players, totally linear levels don’t always encourage that much
to play them again, other than “just” becoming better at them – which I
personally love – or collecting something, like coins in the newer Super Mario games. Linear games like
for example Völgarr the Viking (note:
actually in Völgarr mastering the
level opens new challenges) are my favourite kind of games. BUT I’m confident in claiming, that
there are a lot of players, who beat the challenge once - maybe 2nd
time sometime later, when the nostalgic vibe kicks in – and then just leave it
there, as there isn’t that many other reasons for doing so from the game’s
side.
How
Odallus does it, gets the best parts
from the both worlds. On the other hand it is able to keep a VERY tight level design, especially
enemy placement, thorough the whole game, as you’re almost always tackling the
challenges from the same direction – level designers don’t need to worry about
players entering the challenge from a whole different direction every time
they’re planning the challenges. This does not make the level design more
boring, quite the contrary: it allows the player to really become better and
better, thus realizing his/her own playing skill progression and REALLY enjoy the fruits of a great
level design in a meaningful way. It also makes the players to get familiar
with the levels in a fashion, that they can start naturally think out of the
box, when trying to find the secrets and such. And of course it allows the
player ultimately learn to speedrun the levels with skill, tackling well executed
challenges, and thus live a true power fantasy in a more satisfactory way.
As
Odallus treats the levels as their
own entities, it also keeps the stuff the player has to remember, in terms of
exploration, neatly organized, and thus less frustrating. It also makes the
need of the aforementioned not-so-fruitful backtracking and teleporting a less
dominant part in the gameplay. This doesn’t inflate the exploration part in any
way. There are still neat puzzles to solve, a LOT of secrets and paths to find - some of those really requiring skill
and problem solving and careful exploration.
![]() |
| Exploration in Odallus is very rewarding, literally. |
Treating
levels as their own entities have also given the level designers good tools to
put secrets and such on the player’s path in a more controlled way, not
worrying about the player getting lost in a huge connected world, not
remembering where to go, or entering (or trying to enter) places at a “wrong” moment
of their progression.
CLOSING WORDS
I’m
not trying to say, that the traditionally linear level design or the Metroid-like more open connected design
is necessarily worse than this hybrid way of doing it. I’ve just personally REALLY enjoyed the way Odallus managed to execute this kind of
approach. I don’t claim, that no other game hasn’t done similar structure
before. Demon’s Crest for example
had quite similar structure already back in the 90s. Odallus just did it so well, that it made me start to think about
this kind of level design a lot – why it works so well.
Like
I already mentioned in the intro, on top of the great level design choices, Odallus is also otherwise a very well
executed game. That’s why I’d recommend Odallus
without hesitation to anyone who loves a good 2D action platformer or an
exploration game, especially if one is even remotely a fan of aforementioned games
Castlevania I – IV and/or Demon’s Crest.




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