Snowbound level 6 plan
- michael71510
- Oct 15, 2025
- 2 min read
Goals
Make a level which acts as a platform to create a dramatic ending to the game
As the player I want to feel that there is a sense of pressure or tension when being chased but that I still have enough margin to complete the level without failing.
As the player I want the QTEs to give me something to thinkabout/make the level more interesting but not be unfair
The level has a basic structure which feels good to play but could be expanded on later if/when the team has a more complete idea
Beats
The player using the stop cord acts as the "key to the door" in that it is the key to the player being able to jump off the train (you wouldnt be able get off while the train is moving)
Would be cool to have stunted/heavy breathing audio while being chased to convey that the player is under serious threat - like in Inside
Make it feel as if the player only just made it - Like when the dog chase in Inside level 1 or Little Nightmares 2 Demo
Player has QTEs to avoid passengers (failing them slows the player down) - should force the player to stay more alert but not be too hard
Sequence
Player enters the next room, everything initially seems normal/quiet - maybe too quiet
Camera pans to stop cord - protagonist says "I have to get off this train"
Player pulls the stop cord - need to make a script for pulling the stop cord + that spawns the enemy
Guards realise that player pulled the cord and isn't meant to be there - maybe the enemy from the last car is still chasing them or an enemy in that train car gets alerted? (in future this will be triggered with the cord pull script)
Camera pan sequence/"enemies shout stop that kid!" - signaled that the player needs to run
Chase sequence begins with each of the three monsters chasing them one at a time
QTEs themed around each monster - player is slowed down if they fail it
Player runs through the door to escape
Transition to end cutscene - player lying on a train platform at their destination
Tools
Enemy follow path system - adjustable speed
Enemy capture system - adjustable range
adjustable speed of player controller
eerie music
Modular kits (Currently no room specific kit)
Questions
What caused the protag to suddenly want to get off the train? - some big threat
How TF will I get the wolf to fit through the door?!
Undecided on which enemy will actually be chasing the player?
Could there be passengers standing up making it more difficult for the kid to get through
Maybe there is a small puzzle/interaction to pull the cord e.g. click and drag down
Could be cool if the player momentarily looses the monster by hiding in the crowd of passengers but the enemy keeps getting closer

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