Article Written the : 18/03/2019
Project Made in : November to December 2018
The first level of Jack was built as a tutorial, explaining to the player how to play without using words.
The game starts with Jack falling through the level into a bush. This sets a precedent that Jack comes from above. In the first part of the first level, the player is barely unable to jump onto the cliff at his left, and the only possible path is the one on the right. There is also a very obvious crack on the floor.
The player starts totaly unarmed and must go through a corridor filled with enemies. At this point, the player should understand that black foxes are dangerous and so are spikes. At the end of the corridor, the player falls in a shallow hole, just deep enough to block the player. In the center of the hole lies an item surrounded in light.
After getting the item, the player becomes able to jump higher up, getting out of the hole. At this point, he can backtrack, killing the enemies that were previously so scary. The prey quickly becomes the predator. And once the player reaches the starting point, he finds out he can use the sword to jump up the cliff.
If the player then goes straight left, he will find a weird closed door he is totally unable to open, and a crack he can't break on the ceiling. If he goes jumps up, he will be able to go through a few hazards to an unknown location.
After jumping over a few spikes and killing some enemies, the player falls down a very deep hole, and finds a second item. Right under the pedestal of this item, the same crack that was at the start of the game. Using the newfound power, he is able to break through the floor and continue on his path.
This first level sets up two precedents. One : the game needs you to collect items in order to progress (demonstrated by the sword and the crack). And two : there is at least one other item you need to find (demonstrated by the weird closed door). At this point, the only possible path is through the crack at the start of the level, crack that will launch the player into the second level.
This level design is mainly based around being lost, exploring and trying things. It was done this way because it creates ludonarative coherence : Jack has lost his memory and is trying to find its way back to his home. The way you play the game reflects that.