We’re currently tweaking the level designs for better pacing and co-op maneuverability.
When it comes to map editing, we use a nifty programme called Tiled. It’s a quick way for us to plot out levels, but you can only really get a feel for the environments by dropping yourself into the game and giving it a run through.
For Inviolate, pacing is probably the most challenging part of level design.
We don’t want the player to rush through levels nor do we want to bloat them out with lots of unnecessary corridors and rooms.
For this reason, Inviolate’s levels are not huge in design, but as no maps are provided (Remember, no hand-holding here ;)), players can get disorientated in the futuristic labyrinths and may stumble across same locations several times.
The purpose of this is for familiarity. Becoming familiar with an environment can play to your advantage. Fighting an unbeatable enemy? Kite it towards a pit trap you previously found. Dropped an inventory item you once deemed useless? No problem. You dropped it by that big pulsing blue thing 2 levels ago.