level-design · git:20260912.a22b95e · 2026-09-12 · sha256 8cfe8804afaabb3e
level-design git:20260912.a22b95eA
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--- name: level-design description: Space before art. Teach-test-twist beats, soft vs hard vs elective gates, readable density. Use for rooms, overworld pockets, dungeons, hubs. Ask the space column first. --- # Level design Ask the column: | Column | Player chooses | |---|---| | open-air | over or around, destination from the eye | | room-gate | which door after a new verb | | hub-spoke | which spoke from a safe hub | | linear-setpiece | only pacing inside one corridor | ## Rules 1. Space before set dressing. 2. One beat: see the tool, use it safe, use it under pressure, rest where the next target is visible. 3. Gates: soft (space/resource), hard (key/verb), elective wall (harder than the story path, skippable). 4. Density: about one readable decision every 30 seconds of travel. Adjust as data, not law. 5. Invisible walls are a last resort. If the player cannot go there yet, the space must look like it. 6. Pair with world-map for overworld and puzzle-design for rooms that exam verbs. ## Accept - Without the map UI, the player can pick the next spatial target - A rest point shows at least one next silhouette - An elective wall is labeled by space or enemy rank, not by a quest warning