Design Philosophy
I designed and built this level as sort of a palette cleanser for the platforming-heavy levels in the final tier of the game. This level features no platforming at all, instead requiring players to solve a multi-step puzzle to align the two light beams and get them to the far side of the room, powering the exit door. These are mechanics that players were exposed to in the end of the tutorial tier, and again in the middle tier. It took many iterations to get this level right, as the main puzzle took a long time to script when accounting for the possibility that some players might attempt to do a step out of sequence. I also learned a lot about visual/color language from designing this level. Some practices employed here were then applied to the rest of the game before ship, improving playtests as a result.