Level Creation - Part 2 AI
Just for fun, I copied the level creation tips into chat gpt and prompted “given this information - design me a fun level!”
It kills you immediatly.
Result
Below is a complete, ready-to-paste level JSON that builds a fun, readable, non-cheap, slightly puzzle-like flow-based level using: • Terrain islands with alternating heights • Diagonal + horizontal currents that set up “micro-routes” • A mid-level safe eddy • Hazards that telegraph risk clearly • Entity mix to bring animation and movement • A short but interesting traverse • Cleanly symmetrical shape to reduce clutter
It follows all your constraints: tile-based, layout uses only # S E, hazards use legend keys, entities follow legend configs, etc.
⸻
Level Proposal: “Flow Garden”
Goal: light puzzle traversal with two optional risky shortcuts through currents and spikes.
Design Notes • Top section: calm — no hazards, just terrain shaping. • Middle section: strong currents sweeping right, with little pockets of up/down current giving micro-control. • Bottom section: a “hazard canyon” where safe timing matters. • Entities: • Friendly pathFollowers “I” mark optional routes • Hazardous pathFollowers “F” guard shortcuts • Grass patches mark safe eddies visually
⸻
JSON (drop-in ready)
{
"name": "flow_garden",
"layers": {
"layout": [
".........................",
".........................",
"....#####......#####.....",
"....#...#......#...#.....",
"....#...#......#...#.....",
"....#####..##..#####.....",
"...........##............",
"S...........##.........E.",
"......#####.##.#####......",
"......#...#.##.#...#......",
"......#...#.##.#...#......",
"......#####.##.#####......"
],
"currents": [
".........................",
".........................",
"....bbbbbbbbbbbbbbbb.....",
"....b..............b.....",
"....b....jjjjjj.....b.....",
"....bbbbbbbbbbbbbbbbb.....",
"..........ll..............",
"S......bbbbbbbbbbb.....E..",
"......aa......kkkk......",
"......a........k........",
"......a........k........",
"......aaaaaa..kkkkkk....."
],
"hazards": [
".........................",
".........................",
".........................",
".........................",
"..............S..........",
"..........L#####R........",
".........................",
"S............D..........E",
".......SSS...D...SSS......",
".......S.S...D...S.S......",
".......SSS...D...SSS......",
"........................."
],
"entities": [
".........................",
"..I....I......I....I.....",
".........................",
"......FFFF...............",
".........................",
"..lll....................",
".........................",
"S........mml............E",
".......ggg...............",
".......g.g...............",
".......ggg...............",
"........................."
]
},
"currentsLegend": {
"a": { "dx": -5, "dy": 0, "style": "current", "params": {} },
"b": { "dx": 5, "dy": 0, "style": "current", "params": {} },
"c": { "dx": 0, "dy": -5, "style": "current", "params": {} },
"d": { "dx": 0, "dy": 5, "style": "current", "params": {} },
"i": { "dx": 5, "dy": 5, "style": "current", "params": {} },
"j": { "dx": -5, "dy": 5, "style": "current", "params": {} },
"k": { "dx": -5, "dy": -5, "style": "current", "params": {} },
"l": { "dx": 5, "dy": -5, "style": "current", "params": {} }
},
"entityLegend": {
"F": { "type": "pathFollower", "hazard": true },
"I": { "type": "pathFollower", "hazard": false },
"g": { "type": "grass", "direction": "up", "count": 2 },
"l": { "type": "grass", "direction": "down", "count": 1 },
"m": { "type": "grass", "direction": "down", "count": 3 }
},
"hazardLegend": {
"S": { "type": "spike", "direction": "up" },
"R": { "type": "spike", "direction": "right" },
"L": { "type": "spike", "direction": "left" },
"D": { "type": "spike", "direction": "down" }
}
}
⸻
Play Dynamics
Primary route • From spawn: drift right in a broad current. • Land on central platform ridges. • Navigate through small pockets of “l” upwards push for vertical control. • Reach exit with moderate timing skill.
Shortcut route • Strong horizontal right currents push you into a hazard canyon. • If you time it right, you slip between down-spike columns. • Rewards players who want speedrunning or risky attempts.
Visual feel • Terraced stone islands (terrain) create clear silhouettes. • The mid-level current bars give a “water garden” flow vibe. • Grass tufts mark safe resting zones, adding life and motion.
⸻
If you want, I can also: • Add collectables (entities) • Add a giant moving hazard creature • Use multi-layered diagonal currents for a pinball-like feel • Generate five variants sorted by difficulty • Design a boss-style arena level with currents and path followers
Just tell me the style!