Roam

Game level ideas sorted by the job each level does

Every good level does one job: it teaches a mechanic, tests it, twists it, or ends the game with a finale. Pick the job first and the level idea gets much easier. Below are level ideas for each job across platformers, horror, racing and puzzles, each with a sentence to try in Roam.

The four jobs a level can do

World 1-1 of Super Mario Bros. (1985) teaches without a word of text. A Goomba walks at you, so you learn to jump. A mushroom slides toward you, so you learn it is good. Later levels test the same jump over pits, then twist it with moving platforms. Nintendo designers have described this as a four-step shape: introduce an idea, develop it, twist it, then wrap it up.

Level ideas for each job

Roam games to study level design

Clack Obby has you jump key to key across a giant keyboard. Don't Look Down, Just A Little Higher and KEEP UP! are vertical climbs in the spirit of Only Up!, each a long finale of a level. Blockhop Odyssey has 80 levels on floating islands with a timer on every one, a good example of test levels in a row. Peck the Sky is a sky platformer with 14 seeds to find.

Play it on Roam

Build and play your level in Roam

Describe the level and its one job in a sentence. Roam makes it playable on your iPhone, and you can say "add a checkpoint" or "make the gaps longer" until it plays right.

Try: "obby level on a giant piano, the keys sink when I step on them, rising water, checkpoint every 10 keys"

Questions people ask

How long should a game level be?

Long enough to do its one job. For phone games, many levels last one to three minutes.

How do you design a good first level?

Teach one mechanic with no text and no real risk. Let the player discover it by doing it.

What is a twist level?

A level that keeps a mechanic the player knows and changes one rule around it, like darkness or flipped gravity.

Keep exploring