knytt stories is an amazing introduction to level design. it attracts a lot of amateur designers, which is rad. but i also see lots of amateur designers make the same mistakes, and it’s frustrating.
there’s a zzt game called zzt syndromes that tries to identify common design errors in zzt worlds, created in the hope that making designers aware of common errors and suggesting simple solutions would lead to an improvement in the quality of levels. i figured the same thing couldn’t hurt knytt stories.
knytt syndromes is a collection of design problems i see in a lot of knytt stories: making the player guess where a platform is off-screen, confusing background and foreground tiles, being stingy with save points. if designers are conscious of design pitfalls, maybe they won’t fall in – and drag the player in with them.