This screen places a collectible gold piece above the player, if they're curious they'll jump and if not then they'll miss it. the next screen shows players that gold can be collected though.
This screen has an enemy surrounded by two gold pieces. The gold to the left of the enemy marks when the player should jump. If the player jumps at the mark they'll not only avoid the enemy but land perfectly on the next piece of gold.
This screen has a series of steps down which end in a pick up. The player will collect the pick up no matter what which teaches the player what these pick ups do.
This screen and the following few screens place two gold collectibles in the air. In order to pick up both of them the player must time their jump and then immediately jump again when they land. This teaches the player how to jump to a certain rhythm instead of just jumping when they feel like. There's a few screens like this later but they repeat a pattern of 1 gold collectible in the air then one on the ground. Those screens teach the player how to space their jumps out a bit more to the rhythm.
This is the only screen in the level that has a gap you need to jump over. This teachers the player that you'll sometimes have to jump to avoid death even if it's not an enemy.
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