This skill should be used when the user asks to "design levels", "create zones", "layout rooms", "plan world map", "design dungeons", or mentions level layouts, room design, pacing, or world structure.
Guide the creation of engaging, well-paced levels for a 2D top-down action-RPG.
[Zone 2]
|
[Zone 1]--[HUB]--[Zone 3]
|
[Zone 4]
Benefits:
[Start]--[Zone 1]--[Zone 2]--[Zone 3]--[End]
| |
[Secret] [Optional]
Benefits:
ZONE: [Name]
PURPOSE: [Main gameplay/narrative function]
THEME: [Visual/emotional theme]
SIZE: [Number of rooms/screens]
ESTIMATED TIME: [Minutes to complete]
GATING: [What unlocks access to this zone]
UNLOCKS: [What completing this zone provides]
Combat Rooms
Exploration Rooms
Transition Rooms
Rest Points
Boss Arenas
Divide room into 9 sections:
[1][2][3]
[4][5][6]
[7][8][9]
Linear Flow:
[Entry] → [Challenge] → [Exit]
Best for: Corridors, tutorials
Hub Flow:
[Path A]
↑
[Entry] → [Hub] → [Path B]
↓
[Path C]
Best for: Exploration, choice
Loop Flow:
[Entry] → [Path A] → [Destination]
↑ ↓
← ← [Shortcut] ← ← ← ←
Best for: Backtracking reward, Souls-like design
Zone Start: Establish theme, light challenge
Rising Action: Increasing difficulty/complexity
Midpoint: Sub-boss or revelation
Escalation: Highest difficulty encounters
Climax: Boss fight
Resolution: Reward, path forward
Combat → Combat → Rest → Combat → Exploration → Combat → Boss
↑ ↑ ↑ ↑ ↑ ↑ ↑
Medium Medium Safe Hard Reward/Lore Hard Climax
Rule of 3: After 2-3 combat encounters, provide a breather.
Rate each room 1-10 for intensity:
[4]→[5]→[2]→[7]→[3]→[8]→[2]→[10]
↑ ↑ ↑
Rest Rest Boss
Avoid: [7]→[8]→[9]→[10] (exhausting) Avoid: [2]→[2]→[3]→[2] (boring)
Hidden Rooms
Treasure Caches
Shortcuts
First Encounter:
Standard Encounter:
Ambush Encounter:
Gauntlet:
Layer 1: Ground tiles
Layer 2: Walls/collision
Layer 3: Decorative props (non-collision)
Layer 4: Foreground elements (render over player)
[Room A] → [Transition Trigger] → [Load Zone B] → [Spawn at Entry B]
## Zone: [Name]
### Overview
- Purpose:
- Theme:
- Rooms: [count]
- Enemies: [types]
- Boss: [name]
- Secrets: [count]
### Room-by-Room
#### Room 1: [Name]
- Type: [Combat/Exploration/Rest/Transition]
- Intensity: [1-10]
- Enemies: [list]
- Items: [list]
- Secrets: [yes/no, hint]
- Connections: [North: Room 2, East: Room 3]
- Notes: [special mechanics, narrative]
[Continue for all rooms]
### Pacing Graph
[ASCII or description of intensity over time]
### Playtest Notes
- Estimated clear time:
- Difficulty rating:
- Problem areas:
references/pacing-patterns.md - Common pacing structuresreferences/enemy-encounter-design.md - Encounter buildingexamples/zone-map-template.md - Zone documentation templateexamples/sample-zone-layout.md - Example zone with rooms