
Joel Nyonga
Gameplay & Level Designer
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:
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Designed and grey boxed the layout and routes for the final level
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Designed enemy encounter progression to escalate in difficulty throughout the level
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Used lighting to build atmosphere as well as to guide player through the caves and tunnels
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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.
To achieve this I opened the level with a two-path layout that was visible as soon as the player launched into the air.
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.
Routes differentiated by:
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Enemy density and type
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Size of playable space
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Overall difficulty to navigate
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.
To avoid players repeatedly dying from this I:
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Used rocks and archways as cover to give players opportunities to weave through incoming attacks
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Positioned cover low to the ground to reward players with speed as they descend
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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:
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Lots of laser towers to shoot at players who went too slow
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A lot of rocks to use as cover as well as acts as obstacles to dodge while going fast

