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The Knight Who Need No Steed

Final Level - "Caves"

Role:

Level & Enemy Designer

Platform:

Windows PC

Duration:

1 week

Engine:

Unity

Team Size:

7​

Overview

The Knight Who Need No Steed is a short game made for the GMTK 2025 Game Jam. Incorporating the theme, LOOP, you play as a knight who must glide through valleys and caves, looping through each level in order to gain enough speed to destory the evil wizard at the end.

 

What I did: ​

  • Designed and grey boxed the layout and routes for the final level

  • Designed enemy encounter progression to escalate in difficulty throughout the level

  • Used lighting to build atmosphere as well as to guide player through the caves and tunnels

  • Placed environmental cover points throughout the level

Designing the "Gauntlet"

Opening Shot

At the start of the level I wanted to make it clear that there were multiple ways to navigate the play space.

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To achieve this I opened the level with a two-path layout that was visible as soon as the player launched into the air.

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It created an immediate choice that cascaded into more branching paths as they progressed through the level.

Using cover prevents orange lasers from targeting the player

Creating Multiple Routes

I wanted there to be multiple routes that the player can take throughout the level.​

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Routes differentiated by:

  • Enemy density and type

  • Size of playable space

  • Overall difficulty to navigate

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Doing so helped create a sense of risk/reward where the viability of paths would depend on the current speed of the player and ensure that each path flows from one to the next.

I was inspired by the trench run scene from Star Wars when creating the final section

The player is launched high into the air and is immediately shown 2 paths to take

Using Cover

Throughout the level the player encounters lasers and magic missiles that are difficult to dodge in open spaces. 

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To avoid players repeatedly dying from this I:

  • Used rocks and archways as cover to give players opportunities to weave through incoming attacks

  • Positioned cover low to the ground to reward players with speed as they descend​​​​

  • Used obstacles to block enemy lines of sight and create safe spaces for the player

Footage of top and bottom paths

Making Things Difficult

Going into the final section I knew players would have to loop through at least twice so I had to make it difficult while going slow and fast. To balance this I added:

  •  Lots of laser towers to shoot at players who went too slow

  • A lot of rocks to use as cover as well as acts as obstacles to dodge while going fast

Final Level Gameplay

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Screenshot 2026-04-10 at 7.03.00 PM.png
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