张桥雨

08 / 10

动量型动作平台游戏MOMENTUM ACTION PLATFORMER

Paw of Destruction

用持续奔跑、速度积累和破坏反馈组织一条不愿停下的关卡节奏。Running, speed accumulation, and destruction feedback create a level rhythm that resists stopping.

团队项目:协作参与关卡设计迭代,并负责音效制作。Team project: collaborated on level-design iteration and produced sound effects.

↓ 进入案例ENTER CASE
01

语境与问题CONTEXT + PROBLEM

先定义玩家真正需要判断什么。Define what the player actually needs to judge.

受 Pizza Tower 启发,玩家操控一只不断积累速度、撞倒场景物件的猫。Inspired by Pizza Tower, the player controls a cat that builds speed and knocks the environment apart.

关卡既要允许动量持续积累,又要用地形变化提供读图与反应节拍。Levels need to sustain momentum while terrain changes still create readable reaction beats.

02

关键决策KEY DECISIONS

规则不是功能清单,而是一组取舍。Rules are tradeoffs, not a feature list.

  1. 01

    让破坏反馈确认速度价值DESTRUCTION FEEDBACK CONFIRMS THE VALUE OF SPEED

    可推倒物件与音效把速度从移动参数变成连续、可感知的奖励。Breakable objects and sound turn speed from a movement parameter into a continuous, perceptible reward.

Paw of Destruction 关卡场景 / Paw of Destruction level scene
01奔跑与破坏反馈。Running and destruction feedback.
Paw of Destruction 动量段落 / Paw of Destruction momentum sequence
02用地形维持速度节奏。Terrain sustaining the speed rhythm.
03

结果与反思OUTCOME + REFLECTION

把实现、验证和下一次判断连起来。Connect implementation, validation, and the next judgment.

完成可玩的团队版本,并公开于 itch.io。Completed a playable team build released on itch.io.

协作关卡设计需要先对齐速度曲线与反馈目标,再讨论单个障碍的摆放。Collaborative level design benefits from aligning on the intended speed curve and feedback before discussing individual obstacles.