Welcome back to our developer’s diary where I give you a sneak peek into the making of “To Be The Hero.” Today, I’ll talk about the process behind designing some of the levels in our game: the Horse Riding, Boating, and Traps levels. Every level presents its own set of challenges and gameplay mechanics that aim to entice and bring joy to our players.
Horse Riding Level Design

The Horse Riding level was one of our initial ideas during the brainstorming phase for creating engaging gameplay environments. The level showcases wide, open fields and tight mountain passes that push players to perfect their control mechanics.
Boating Adventures

When designing the Boating level, our goal was to strike a balance between tranquility and difficulty. This level takes place in a beautiful river that meanders through a magical forest, challenging players’ navigation abilities. The gameplay revolves around navigating through streams, requiring players to master steering and speed control.
Getting Past Tricky Obstacles

The Traps level is crafted to provide players with a thrilling challenge that demands both agility and quick thinking. Imagine exploring an ancient dungeon, filled with all sorts of hidden dangers. Players will need to be on their toes, carefully navigating through a maze of mechanical and magical traps.
Excited for the Future
These levels give you a taste of what “To Be The Hero” has in store. We strive to create diverse and captivating environments that test players’ abilities and reward strategic thinking and skillful play.
Thanks for joining me as we dive into the intricacies of our level design process. As we continue on, I’m thrilled to share more about our journey, the challenges we face, and the successes that bring us closer to achieving our vision for “To Be The Hero.”
Tony El Antoury

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