Reverse Engineering & Sketching a 2D Level
I chose to reverse engineer and create my first-level design for the game Dungeons of Dreadrock. Growing up, I didn't play many video games and the ones I did weren’t very level-based, so I decided to try a completely new game for this assignment. After some research, I found Dungeons of Dreadrocks, which seemed to be a good choice for this assignment based on its reviews and it being a “challenging platformer game with intricate level design” as described by Google.
Initial Rough Sketch of Game Level:
I sketched the second level from the game before sketching out my own level for the game.


Reverse Engineering Notes
My notes after playing the first level of Dungeons of Dreadlocks
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What makes this level engaging?
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While this was the first level of the game and there are still many mechanics to be learned, the level was still engaging since the player is learning how to move around and is introduced to a very mysterious storyline and goal. While the player's objective of finding her brother in the cave is clear, there is still a great sense of mystery and danger, making the player curious to explore the entire level. The level is especially engaging since there is a variety of objects that, when the players move into them, reveal more about the story or give a sense of exploration and make the player want to make sure they move into all the possible objects that can tell them something. Finally, the danger aspects of the level, such as the enemies, make it so the player has to strategize how to get through the level in order to get to all the objects and still make it to the end of the level, getting the player even more involved.
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How does the level escalate in difficulty?
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Throughout the level, there are enemies strategically placed blocking the areas the player either needs to go through or wants to go through. For this level, the difficulty began very small with just one enemy in the first hallway since the player is still learning the mechanics of the game. Once the player is past the first hallway and is able to explore a bit more, they learn how they can attack the enemies back. From here, the level’s difficulty goes up a tiny bit more, with the player having to confront 4 enemies at once before reaching the end of the level.
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How does it introduce new mechanics or challenges?
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The level introduces new mechanics with simple instructions at first and then lets the players discover the mechanics for themselves as they move into different objects. Moving into some objects gives the player more information on what to do, and sometimes unlocks new mechanics such as attacking enemies with the sword. In this level, the player is also introduced to new challenges, such as the enemies, when they get closer to them. Starting the level, the player can see the whole layout of the level and where the enemies are. This way, the player is introduced to the enemies knowingly once they are ready by walking towards them.
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What is the balance between risk and reward?
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At this level, there is a small risk for the reward. There are only 4 enemies total in the level, and once the player earns the sword, they can attack the enemies pretty easily, however, they need to get through one enemy without the sword by guiding it towards them and then quickly slipping past it. This gives the player the reward of getting the sword and learning how to attack, for the risk of getting past the first enemy, and later the reward of exploring more and finishing the level.
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Original Rough Level Sketch Based on the Game:

