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Aug 05, 2026 1:02 pm
The most common level design mistake is decorating too early. Once a space is dressed, nobody wants to move a wall.
Test these in grey boxes first:
- Can the player tell where to go without a marker? If not, the layout is not doing its job and a UI arrow is covering for it.
- Does the pacing chart have variety? Three combat rooms in a row is exhausting; three empty rooms is boring.
- Are sightlines working? You should be able to see your next objective, or a hint of it, from where you land.
- Does it hold up at your slowest and fastest movement speeds?
Post a top-down of your blockout along with the route you expect players to take. Then post the route they actually took in playtests — the gap between those two is where the design lives.
