So after I came up with the whole "Key-for-Door" thing I was pumped by the idea of actually taking that system, those set of rules, and making some gameplay around it. I was pretty crunched for time so I needed a way to figure out these areas where the purple Bomb Keys where. I used a 2D approach to designing these three dimensional ramps and what not.
I created the enemies and quickly realized that I needed to make a Shelter for the player to hold up and strategize their next move.
The Ramp Shelter was cool because the player can use it as part of an evasion strategy and jump off the top of the ramp as well as hiding inside. But one negative about these is that the player/ball can get stuck underneath.
Expanding on the ramp shelter, Making a fully enclosed structure was the next course. However, this made it to easy to evade. So I made the entrance just big enough to let some enemies in to follow the player and hunt them down. To add more tension I made, with most of these structures, enemy destructability. Nothing as elaborate as glass shattering, but the enemy can certainly knock them down. So GET OUT!
Not sure I ended up using this design because of how easily the player/ball can get stuck. I could've just made them larger, but then enemies can get in fairly easily.
For this Crisscross ladder area, I found that I needed to either make the enemies less aggressive or provide a "safer" way down after obtaining the Bomb Keys at the top of the platform. I opted for the tunnel/shoot. Funny though, I almost never used it when I played the game. The enemies were too aggressive and I just ran away, or I attacked and destroyed them before they ever had a chance to open the entrance to the tunnel/shoot.
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