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WHISPERING MOSS

Overview:
Whispering Moss is a 2D Metroidvania game influenced by Nordic folklore and the game Ori and the Will of the Wisps, crafted for the Metroidvania Game Jam on itch.io.

As a level designer, I was responsible for ensuring the levels capture the game’s atmosphere and introduce core gameplay mechanics.

The game follows the journey of Einar Frostblomst, a gnome navigating an ancient world filled with secrets, dangers, and hidden passages.

Duration: 3 months

Team

  • Scott Burgess - Programming, Game Design, Level Design

  • Gerald Clark - Gameplay Programming, Sound Design, Game Design

  • Gregory Morton - Programming, Game Design, Level Design​

  • Tony Day - Art, Programming, Game Design

  • Angela D. - Producer

  • Daniel Galletti - Sound Design

  • robusta - Composer


Game Engine: Unity 2022.3.22.f1

Linkhttps://geraldclarkaudio.itch.io/whispering-moss

Responsibilities:

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  • Designed and constructed game levels to create a cohesive and immersive world that encourages exploration and backtracking, in line with the Metroidvania genre.

  • Implemented gameplay mechanics, such as the hat platform, to add depth and variety to the player’s experience.

  • Crafted environmental storytelling through level design.

  • Balanced combat and exploration elements by designing diverse enemy encounters and challenging platforming sections that push players to adapt and strategize.

  • Optimized level flow and progression, ensuring smooth transitions between areas and maintaining player engagement through thoughtful pacing and reward placement.

  • Conducted iterative playtesting and feedback sessions to refine level layouts, adjust difficulty, and enhance the overall player experience.

Frost Hollow Mines - Bubble Diagram.png

Level Design - Frost Hollow Mines

The level design for Frost Hollow Mines required lots of iteration and testing. After finalizing mechanics in the game's GDD, we sat together as a team and set some goals for the level.

Goals


1. Introduce the hat boomerang mechanic right away


2. Have slow building IPM progression throughout the level

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3. Introduce backtracking while keeping linear gameplay

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pxl-20240821-035630907_orig_edited.jpg

Level Map

After constructing the bubble diagram, I could start drafting a level map on paper to get an understanding of how we wanted to level to be laid out.

Level Blockout

Blocking out the level in Unity.

Finished Level

Screenshot 2024-11-13 114322.png

Level Start:
The level opens with a cinematic sequence where Einar escapes Fossegrim’s attack on his village. During the chase, a bridge collapses, and he falls into a long-forgotten mine.

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Frost Hollow Mines - Boomerang.gif

Guiding the Player:
Einar lands in the mines with two paths. The right path is blocked by a gap, so players are guided left, where they find the hat and learn its platforming ability.

Frost Hollow Mines - Ground Pound.gif

Ground Pound:
After crossing the gap, progress is blocked by breakable ground, and the player must use ground pound after gaining the ability to break through.

Frost Hollow Mines - First Enemies.gif

Enemies:
Players encounter the first enemies and must use basic attacks to defeat them.​

Frost Hollow Mines - Double Jump.gif

Double Jump:
Deeper in the mine, progression is blocked by a door. Einar learns double jump from an ability stone, enabling access to a previously unreachable platform.

Frost Hollow Mines - Door Opens.gif

Door Opens:
At the platform, pulling a lever opens the door and leads to the next level.

Level Design - Luminescent Labyrinth

For Luminescent Labyrinth, the level design followed a structured approach to introduce and reinforce mechanics while guiding the player through a progressively challenging environment.

Goals


1. Introduction of Dash and Hat Bounce Mechanics

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2. Gradual IPM Progression for Mechanics

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3. Balanced Backtracking with Linear Progression

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PXL_20241003_005921777_edited.jpg

Level Map

Level Blockout

Finished Level

Screenshot 2024-11-13 124612_edited.jpg
LL - Start.gif

Starting Sequence:
The level begins with a cinematic where the player follows a short path to a large, locked door that requires multiple switches to open, establishing the main objective. The player breaks through the floor with a ground pound, descending into the labyrinth below.​

LL cavern start.gif

Labyrinth Start and Switch #1:
In the main cavern area, both the left and the right paths are blocked by falling stalactites. The left path leads to the first switch, but reaching it requires unlocking the dash mechanic.

LL dash.gif

Dash Area:
In a lower cavern with an ice pit and flying enemies, the player earns the dash by navigating platforms. The player then falls below and returns to the main area, using the newly learned dash mechanic to pass hazards.

LL switch 1.gif

Returning to Switch #1:
With dash unlocked, the player can dodge falling stalactites, activate the switch with a boomerang, and trigger a camera sequence showing one light activated on the door.

LL hat bounce.gif

Cavern Area:
After dashing past more hazards and enemies, the player enters a larger cavern filled with platforms.

At its base, they gain the hat bounce ability to reach higher areas, while flying enemies increase the challenge.

A light puzzle planned for this area was cut due to game jam time constraints.

LL door open.gif

Switch #2:
At the cavern’s peak, the second switch is activated, a second camera sequence is triggered showing the other light activated, and the door opens. The player backtracks to the start, uses a bounce platform to reach the exit, and enters Smoldering Depths.

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