This is a 2D platformer where you have to reach the end of the level by collecting gems or strawberries and avoiding hazards and enemies. I planned out a level within Photoshop, used the game's level editor to create it, and made adjustments to both the level and my 2D map to work around player movement. A short overview of the level can be seen below.
Inspiration
The actual design for my level is based off one that already exists in the game, which would be level 2-8. I recreated the layout for the level below, listing all the different types of objects and items used here. While there's a lot of moving parts here, the one part that stuck out to me the most was the final section with the cannons and mines. I decided to use that as my inspiration for the last big set piece of my level, making it feel even more intense than it does in this one.

Level 2-8
Original 2D Map
Each area of my level is meant to ease the player into a new scenario in order to introduce a more challenging one later. The first cannon for example gives the player an easy way to understand how they work and how to avoid them before putting them in a much more challenging room where multiple cannons are being fired. This helps some of the intense moments of the level feel rewarding to get through without making it too difficult and frustrating, as the player gains some experience before getting to those moments.

Original Level
Overall Layout
With the map finished, completing the level within the game's editor was fairly simple. As I analyzed the game's mechanics very carefully, there were little changes I had to make to the overall layout of the level to make this work. With a focus on evading and collecting, this level feels like it could belong in the base game.
