Even though I’m not afraid of charts and data tables, systemic gameplay is out of my league due to my lack of programming skills. Contrary to that, as a professional level designer, it made sense to center the project around levels.
I studied A Short Hike and its impressively short development cycle, which I attributed to:
- Minimal reliance on systems.
- No combat or complicated interactions between in-game elements.
- Gameplay focused on exploration and level design.
I mimicked these principles in BBPP, prioritizing simplicity and creativity.
However, I overlooked one critical aspect—the pacing. A Short Hike offers a relaxed, exploration-focused pace, while BBPP is a rollercoaster, delivering fast and intense gameplay.
That means the amount of content a Short Hide needs for minutes of gameplay, players consumes here within seconds.
First play-through - overwhelming but manageable experience after which player sees his stats for the first time.
Exploration - after which he starts to exploring different routes.
Score hunting - “What can I do to make my score bigger?” “Which path is fastest and which is the most rewarding?”
Although one playthrough lasts just two minutes, most players spend 15–30 minutes with the level.