It has been 2 years and a half since we've started So Many Me project.
During all those precious time, the game was improved in terms of new systems several times ranging from design, visual, code architecture and algorithm. One of the hardest job ever and we changed it all the time is level design.
Last week, we are able to nail down level design part for story mode completely at 35 levels. Designing a level, we adhere to the idea that players won’t see any similar puzzles in close proximity of time during gameplay session. If there’s still a similar puzzle that player saw it already, then it must be an improved version, a more adaptive and complicated one.
So designing in the latter levels will take much long time to complete compared to the early levels that took less time. In addition to several circumstances that we need to go back and improve the early levels as always. The reason is to connect the dot of puzzles in order to introduce them to the harder ones in the latter levels seamlessly.
See the photo below, it’s our ancient design sheet with around 3 years in age!