Dual Eclipse: Level Design

Transition from linear to nonlinear level design

An overhead perspective of the largest level in the game.

When I started Dual Eclipse I had ideas for levels, but my experience kept things simple at first. This wasn’t a bad thing, since it was important for me to ensure players could onboard comfortably and not feel overwhelmed. I’m already forcing them to learn a new card game!

As my experience and knowledge grew, I was able to integrate verticality to levels, traps, and shortcuts. However, the levels were fundamentally linear until the development of the Timeless Isles.

All prior levels had one destination to explore, while the level above has different regions with distinct challenges and styles.

Once players reach the Timeless Isle, they will have become familiar with exploration mechanics and so the nonlinear exploration is a fun change of pace. Each region is about the size of previous levels and accessible from the start. Players are able to explore in any order they choose. The three lighthouses act as major landmarks and guide players to their objective, while the central shrine acts as a crossroad.



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Dual Eclipse: Player Progression & Agency

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