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Double Jump Delay

A playable concept exploring using level design to manufacture player needs. Made for Northeastern University's Advanced Topics in Mechanics course.

Design Pattern: Learning the Hard Way

 https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/2409

By letting the player struggle with and combat a problem before presenting an upgrade or new ability that makes the processing easier, designers can help players understand the utility and value of an upgrade or ability, and create a sense of achievement when the player unlocks it. This is also useful as a way to prevent gameplay from becoming redundant and repetitive.

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