Level Variation System - AlexisBliesener/Bewitched GitHub Wiki

Status:

  • Concept
  • In development
  • Playable
  • Finalized

Description

What is the mechanic or system?

Inspired by Risk of Rain 2 and designed to support our Design Pillar: Replayability, this system introduces curated level variations. Each level will have a base version with consistent art and theme, and a set of pre-designed variations with modified layouts, enemy placements, or traversal paths. These variations are not procedurally generated, but rather handcrafted, then randomly selected at runtime when the player enters a level. This ensures gameplay variety while maintaining artistic cohesion and controlled level design quality.


Design Intent

What purpose does it serve?

This system aims to enhance replayability and reduce repetitiveness. Players will return to familiar biomes but experience different layouts, encounters, and challenges each time. It allows for controlled randomness, preserving design intent while giving a sense of freshness and unpredictability with each run. It supports long-term engagement and synergizes with the game’s roguelike elements.


Controls & Input

How does the player interact with it?
Example:

  • No direct input required from the player.
  • System triggers automatically upon level transition.
  • Players will passively notice changes in layout, enemy encounters, and traversal routes.

System Interaction

What other mechanics or systems does this connect to?


Success Criteria

How do we know it’s working?

  • Players will recognize familiar environments but still feel surprised or challenged.
  • Level variations maintain balance and flow across different builds or strategies.
  • There is visual and mechanical consistency between base level and its variants.
  • Replay value is noticeably increased, especially across multiple runs.