After a two-month break, my team and I resumed the production of Perilous Light. Upon reviewing the previous version of the level art, I realized it was in great need of iteration. Below is the current iteration plan:
Player feedback from the game exhibition pointed out that there were issues with the brightness distinction in the level art. They often couldn't tell which elements were decorative backgrounds and which were interactive platforms. So, I decided to repaint all the level art assets, remove unnecessary and confusing decorations, readjust the brightness and hues, and enhance color richness.
There are comments saying that the levels felt too similar to each other, making them seem boring. I plan to completely remove color continuity between levels and introduce entirely different color schemes to give players a sense of freshness.
I think the current environment looks too much like an ordinary cave. Symbolic decorations should be added to combine with other concepts, resulting in a more stylized and artistic environment design.
I believe I should create a unified atmosphere that aligns with the gameplay: spaciousness and silence. Therefore, I removed the previous meaningless, layered decorative structures and opted for a single-layer background with variations in lighting and color. Later, I plan to add particle effects to simulate dust inside the cave. This will provide players with a more harmonious gameplay experience compared to the previous version.
To prevent the levels from feeling too empty, I plan to explore how to implement interactive grass and vines. If they can be planted in bulk on the ground and ceiling, it will address the issue of the visual design feeling too sparse.
![](https://static.wixstatic.com/media/25925d_869159f2cc1143d5aacd5dd60e82d5a3~mv2.png/v1/fill/w_980,h_465,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/25925d_869159f2cc1143d5aacd5dd60e82d5a3~mv2.png)
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