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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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