
GLOVED UP - FULL BREAKDOWN
PLAYTHROUGH VIDEO
This Level is designed as the second level of the experience. This means the player has already learned their basic moveset and the workings of their grab-glove which is a core feature of the experience.
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PART I : RAVINE

The Loading Bay
The Bridge
The Vent
The Explosion
START
END

The Explosion
When the player gets on the bridge there is a scripted event where a railcart collision causes an explosion on an adjecent bridge. This moment sets the tone for the rest of the level, reinforcing the facility’s sense of chaos. The explosion also alters the environment, making the upcoming navigation challenge more dynamic and engaging.
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It was very important for me to never take the control away from the player so i made sure to trigger this event as the player is walking directly at it which makes them naturally look in direction of the event as it triggers.

Long-term
Mid-term
Short-term
As the player steps onto the bridge, they are met with a vast view of the ravine. Here, I intentionally framed both their short-term goal and the long-term goal ( train station ) to reinforce the players mindmap as they get through the later parts of the level which are more enclosed and maze-like.

The first combat encounter takes place on the ravine bridge. I designed this encounter to be simple and straightforward, giving the player limited options to ease them back into combat without overwhelming them.

Very early in the level, the player encounters the underground rail system. I wanted to introduce this early, as it plays a central role in both the level's theme and later, its puzzle mechanics.
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This section of the level is not very eventful, only featuring a few simple navigation puzzles. My goal was to let the setting take center stage, immersing the player in the atmosphere before introducing combat and more complex challenges.
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The Loading Bay
As the player enters the ravine, I made sure to clearly frame the door to avoid any confusion about where to go. This was especially important since the winding path across the bridge could easily disorient the player if they did not have a clear goal.​
The Bridge


The Vent
This section of the level concludes with a bait-and-switch, where the player must climb into a vent, setting the tone for the next part of the level which takes place entirely inside of the facility.
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PART II : INSIDE
Cooling system

The railcart
Intersection
Waterpump
Moving hooks
START
END
The railcart
n the first room, the player encounters the railcart, which will reappear later in the level.
They also face a combat encounter that offers more freedom compared to the previous one, providing additional navigation options around the arena.
The puzzle in this room involves pulling the railcart to reach a higher elevation, allowing the player to climb and access a locked door with a padlock on it.
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​This padlock can be broken by the players wrench making the padlock doors act as a one way-lock.



Cooling system
The player’s path is blocked by an ice stream flowing from a pipe. This moment introduces the ice capsules, as the player must pull one from the tube to stop the ice stream.
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Once the ice stream is stopped, a frozen enemy is revealed behind the smoke. This enemy blocks the player’s path, requiring them to shatter it in order to proceed. This serves as a tutorial, teaching the player that frozen enemies can be shattered
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Next, the player encounters a large fan blocking their path. To get past, they must grab an ice canister behind the fan , causing the fan to freeze and break. This teaches the player that ice canisters freeze objects on impact.


In the combat section that follows, the player can use ice canisters in combat, adding an extra layer of strategy to the encounter by freezing enemies

Intersection
This is the largest puzzle of the level, centered around a railcart intersection that requires a battery.
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Here, the player loops back to the railcart room and gets to reuse the same railcart for this puzzle.
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The solution involves using the railcart to climb onto pipes, leading to another control room. Here, the player can activate a hook in the ceiling, allowing them to swing to a higher elevation where the battery is located. Once the battery is obtained, the player can switch the railcart intersection and use the cart to progress through the door.




I wanted the puzzles in this level to be very navigation-heavy, constantly keeping the player on the move. I this design choice enhances the feeling of trying to escape the facility, as the player is always thinking about where to go next, even during puzzle rooms.
Waterpump
In the next area, the player is blocked by two ice streams, while the railcart continues on without them.
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I decided to make it two ice streams, with one connected to an ice canister right next to the player to remind the player of the mechanic. The player then has to follow the red tube to disconnect the other ice canister​​​


Here, the player gets a bit of foreshadowing with the appearance of a wet-floor sign, subtly hinting at the upcoming challenge involving water.
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The player also get to see the ice cannister behind a padlocked door giving them a clear goal.

After this, the player encounters electric water. I placed an enemy right behind the water that will walk toward the player, resulting in it getting electrocuted by the water. This serves as a tutorial, teaching the player that the electric water is lethal.
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there is also a very conveniently placed wooden pallet here that the player can use as a platform to get past the water.


The next room is a larger-scale version of the previous challenge, where the player must use several pallets to navigate through the area, continuing to avoid the electric water.
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This is a very simple mechanic, but i think it adds a lot to the overall experience. It makes the space feel unique and ties seamlessly into the level's theme, enhancing both the atmosphere and the player's engagement with the environment.
Next, the player finally obtains the ice canister, allowing them to disconnect it and return through the padlocked door acting as a level-loop.

Moving hooks
Next, the player enters a room where a dead body hangs out of a control room window, acting as breadcrumbing to subtly hint at where to go next.


Here, the player must activate the roof hooks through the control room to ride them to the adjacent elevated area.
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I made sure to frame one of the transport-hooks throught the controlpanel window so thath it is not missed by the player.
While in the control-room the player also gets some forshadowing of the upcoming combat encounter through the broken window.
The following combat encounter features the most enemies so far, making it difficult to tackle head-on.
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Here, there’s an alternate route through a vent where the player can sneak around the enemies and emerge in an adjacent room. Inside, they’ll find an ice canister that can be slotted into the wall to freeze the enemies ahead. This offers a rewarding option for players who approach the challenge strategically.


This section ends with an elevator ride, taking the player to the next area


PART III : THE TRAIN

The trainstation
The baton
The bar
END
START


Here, the player gets some foreshadowing of the train station, which has been their long-term goal throughout the level. This glimpse builds anticipation and gives the player a strong sense of progression.
Next, the player encounters two enemies standing right next to each other, set up perfectly for a stealth takedown.
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As the player strikes one of the enemies, they realize that the baton deals area-of-effect damage. This naturally teaches them how the new weapon works without showing any tutorial

This section starts with the player exiting the elevator, immediately noticing a corpse holding an electric baton.
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This is an upgrade to the player’s melee weapon, allowing them to deal more damage and electrify enemies, adding a new layer of combat strategy.​​
The baton
The bar
This combat section is designed to be very open-ended, acting as a playground for the player's new toy. I aimed to make the arena work for both stealth and direct combat, with several throwable objects scattered throughout


Following this, the player enters a platforming section, once again finding themselves in the ravine.
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Here, the player gets turned around and is given a clear view of the bridge they navigated earlier, providing a satisfying moment that visually shows the progress of their journey.


The trainstation
This is the final encounter of the level, and here, I just wanted the player to have fun. It’s a chance to let loose, using all the tools and skills they've acquired throughout the level in an exciting and satisfying way.


I really wanted this third act to feel like a reward for the player, giving them the chance to mow down enemies they previously struggled with. It offers a sense of empowerment and gives them a good-sense of progressing not just in the level but as a character.
After getting through the train, the player interacts with the train controls, allowing them to go by train to the games next level. The goal is to leave them excited for what’s to come, riding the high of the action-packed finale and eager to dive into the next chapter.


I hope you enjoyed this walkthrough! Of course, I couldn’t cover every minute detail of the level, but I’m sure that will come through in the video playthrough. I believe this captures some of my key thoughts on the level design and the overall experience I aimed to create. Thanks for following along!