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.
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.
- 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.


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.