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Whisker 2 Devlog: The reason why I made three different level layouts for Whisker 2

· 2 min read

When I started making my sequel to Whisker, my biggest upgrade was adding in more unique levels.

The original Whisker only had one unique environment due to time constraints, but this time I was free to add in more. The first addition I wanted to add was a gardening level because this was one of the biggest features that was brought up at the initial discussions, but never made it to reality. However, I felt that two levels would have been odd, this is a little ironic, and so I added in one more level based on the beverage mechanic: a cafe.

Although initially these were just ideas from our brainstorm session, I made it into a full-fledged design. These two designs were to be different from the bakery level and have its own mechanic and aesthetic. This was different from the initial ideas during COSMOS as it expanded these mechanics that were only originally meant to be additional features into their own levels.

For the gardening level, I changed it into a farm after thinking about how I could portray the carefree, relaxing nature of being outside and tending to your plants. I expanded the level so that it could encapsulate the feel of freedom.

The cafe level was meant to go in the opposite direction: it was to be more elegant and sophisticated. I wanted this level to have some sort of sleek stylishness so I used more muted colors and designed the level to be more rigid, but also have the level be more organized.

Although these levels are very different from the initial ideas that formed them, the current version expands the game more.