
Wizard Tower Chase
Design Documentation
Introduction
You’ve infiltrated the Wizard’s Tower to steal his powerful Orb, but the task won’t be easy. The Wizard patrols the tower halls, searching for intruders. Your goal is to sneak through the tower, avoid detection, and grab the Orb without getting caught.
Level Design
While I contributed to programming, my main focus was level design, creating environments that enhances the stealth and chase gameplay.
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Level 1 - The Library: A tight, maze-like space filled with bookshelves, designed to reflect the home of a wizard. Players must interact with levers to open doors and can hide under tables to evade the wizard.
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Level 2 - The Dungeon: After being trapped, players find themselves in a dark and ominous dungeon. Here, they must evade a wisp guarding the area.
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Level 3 - The Tower: The final level takes place at the top of a circular tower, with the prize at the center. Players must flip levers to remove magical shields while being chase by the wizard
Each level was designed to challenge the player in different ways, emphasizing stealth, strategy, and environmental storytelling