Bea The Bullet Dev Log #2 – Where We Went Wrong
In the second dev log from the time-trial arcade game "Bea the Bullet" we look at how we failing in our early decisions helped us plot a path forward.
Hello! I’m Devon Wiersma, lead level designer at Jellyware Games for our little game called Bea the Bullet, a time trial game where you control a tiny character (the size of a bullet). In Bea The Bullet your goal is to fly through obstacles to reach your target in the shortest time possible, shaving off time through subsequent runs to beat your previous times and collect objects on your way through levels.
A few months ago I wrote another blog post about how our level design plans for the game would make for interesting gameplay and now I’m going to tell you why we were wrong!
Our plan for Bea the Bullet was initially to have the player navigate around the same environment with different obstacles within it. To create new levels and challenges we would simply swap out obstacles and change the start/end points of the level.