Just based on the paper design, I estimate this as being about 5 minutes of gameplay, maybe 3 if you can zip through it without taking damage or going out of your way for collectables.
This is like a demo of what the game could be, so I've compressed as much of the best stuff as I can into this level. I could have gotten away with a gallery type thing, just a straight line that shows animation after animation, mechanic after mechanic - but that's boring, I really wanted an authentic platformer experience and to cram in as much goodness (mechanics-wise) as I could!
This is the white block, based on the drawings I did above. This shows platform, collectable and hazard placement. In-depth mechanics, enemies and other functionality will be added via Blueprints later, in collaboration with Curtis Pitman (blog link), to ensure it works as I visualise it to.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJi5vizLc3CR7nFk0LZibYHaghgTTRhKAkg-TdODU-XkPnMxUnODKPpn1lTb0VG1Q2ff7xDODfwtHvUyChGDukIkAOkvjhR7zeTv2Vd63hegxFDWUqPvOaw7ipLKVRzWLCiLRq1fA_WGE/s640/screen2.png)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJi5vizLc3CR7nFk0LZibYHaghgTTRhKAkg-TdODU-XkPnMxUnODKPpn1lTb0VG1Q2ff7xDODfwtHvUyChGDukIkAOkvjhR7zeTv2Vd63hegxFDWUqPvOaw7ipLKVRzWLCiLRq1fA_WGE/s640/screen2.png)
In this screenshot you can see the orange box which represents an enemy (of which there will be 3 types - standard, spiked and flying); the small glowing orbs that represent collectables (if you collect 100, you gain an extra life); the blue box which represents a breakable object that contains more of the aforementioned collectables and lastly the green platforms of varying heights which act as the primary movement option and namesake of the platformer genre.
The gif above shows the red spikes which are a hazard to the player, if they touch those they'll lose health (I'm thinking it'll probably be like Sonic, where the player will lose collectables if they are hit, but they'll die if they have no collectables on them). There are also moving green platforms to add an extra challenge with timing jumps.
Dotted through the level are larger glowing orbs to represent where power-ups will be collected. I also made sure to lay the collectables out in challenging ways to encourage players to approach things in different ways.
There is plenty of tweaking to be done with distancing and placement of platforms and objects in the world, especially once mechanics are implemented and values are adjusted to make the movement feel how I want it to, but this gives me a good basis for how the final level will be.