This is an early the sketch of the first map, Spiral. It was eventually changed two more times before it was implemented. This original form has no spikes. The second iteration added spikes. The third iteration moved the spikes around. This level is to teach the player of how the mechanics work with changing gravity and also how spikes work.
This is the sketch for the second map, Drop. Here the player has to drop down while avoiding lasers and spikes while manipulating gravity. The Legend is also on this sketch for all maps.
This is the sketch for the third map, Slingshot. The player here has to build momentum by constantly switching the direction of gravity to get passed the field of gravity changers that would normally keep the player away from the exit.
This is the sketch for the fourth map, Boxed. In this map, the player has to deal with crossing lasers and also having a non-guided path to the exit. This is the first puzzle where there are multiple ways to solve it.
This is the sketch for the fifth map, Crossroads. Here the player has the option to take two separate paths to two separate exits that would complete the level. One side is entirely made of lasers and the other is entirely made up of spikes.
This is the sketch for the sixth map, Obscurity. Once again, there are several ways to solve this level. However, any way requires a large amount of steps. Unlike other levels, it is much harder to simply plot out routes to take and the player is encouraged to try out different options. This sketch was complex enough that I needed to draw in a critical path for the player to take.
This is a sketch for one of the two maps that didn't make it into the game. This map features a moving platform that would phase through spikes (in this case the triangles - triangles were the early representation of spikes before it change to # or *). The player would die if they stayed on the platform so they would have to turn gravity down (the arrow would move with the platform), avoid a laser, and wait for the platform the reach the other side.
This is the other sketch of a map that didn't make it into the game due to the fact that we did not get moving platforms implemented. There is a lot going on in this level and essentially would be a culmination of all of the mechanics the player would have learned at this point. I also drew a critical path in this level as the path was fairly complex.
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Gravity
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Full-time
Steven Shing
Game Designer and Developer New Hyde Park, NY