Ground Zero

Ground zero was designed as the introduction of the entire game, not just the mechanics. The first thing you will notice are all the puns around the game.   "Big Bucks" being a reference at "Starbucks". A lot of common enemy set ups can be found within the first level as well. For example, a lot of times you will see a "range type enemy" positioned above the player and this acts as an advantage to the enemy and a disadvantage to the player. Early in the game, the player is taught how to handle these types of situations because they increase in difficulty as the player progresses.  


Pit of Splinters

Pit of Splinters introduces the first major upgrade to the player. This sets the idea that new abilities can be used inside of combat. The first ability that is introduced to the player is the "Ground Stomp" ability.  Immediately the player can use this inside of combat.  In addition, this shows the player that the abilities they acquire from vendors are necessary to progress in the game. You'll notice in the video clip the ability being a necessity in order to leave the area it is acuired.


Shredder Avenue

The last enemy the player encounters inside of "Pit of Splinters" is a "mini-boss" type of enemy.  The player immediately is introduced to this enemy inside of the second area while playing "Shredder Avenue".  This shows the player that "mini-boss" enemies will show up again later in the game as standard enemies.  This was used as a way to visually show the player how the game ramps up in difficulty as you progress through the levels.  


Abandoned Tunnels

Abandoned Tunnels introduces the first major environmental puzzle into the game.  It acts as the first major obstacle to prevent any unneeded frustration from player death.  This is important because the player will experience more puzzles like this later on.  However, the difference between this puzzle and future puzzles is the addition of enemies.


Liberty's Tomb

This level introduces a new ability to the player's arsenal of moves.  The player is lead into an area that gives them two possible paths to take. One path offers a "no way out" hole (unless they can get the new ability) and the other offers an obstacle that requires the new player ability to overcome.  Overall, this level does a lot of "forced" teaching to the player and their new ability.


New New Old Brooklyn

This level introduces several major environmental puzzles along with a few challenging enemy encounters. This level does include a secret vendor, but is meant to be a path for the player to take in order to earn his next major ability.


Brooklyn Slums

Brooklyn Slums introduces the first obvious element of "backwards replay-ability".  In order to access the second part of the level (and leave it) the player must defeat the boss and gain the ability that is housed in the very next level.  The player is linearly guided to the level that houses the boss, but is shown several paths leading to new areas in the level.  This is intended as a reminded that they can access other areas in the future.  In addition, this is used as a way to teach the player to re-vist old areas to unlock new secrets.


First Boss Fight

This is a clear as the title says, the player encounters their first boss encounter. However, upon defeating the boss, the player unlocks a new ability that allows them to access several secret areas in previous levels.  In addition, this is required to enter the new areas.


Outskirts

Outskirts requires the player to fight through a gauntlet of enemies with an optional route to a secret vendor. All levels have a secret vendor that make the game play easier to progress through if found, but this level makes the next level extraordinarily easier.  


Arena Entrance

Entering the later levels of the game, the player encounters more challenging enemies.  The enemy types are not new, but offer enhanced abilities and appear more often in the level.  This level in a nutshell is a gauntlet of enemies and takes the player into the final challenging stages of the game.


Arena

This level introduces two major elements to the game.  First, is the arena styled combat that acts as a series of ambushes for the player.  In addition, you might have noticed the switches placed on this level that lead to the second element for this level, the turning point of the story.  The player is introduced to a character that offers the player two choices.  Ending the game early or playing an additional two levels with a new ability and boss fight.  The latter of the options offers an alternate ending to the game.


Two levels + the ending boss fight are scheduled to be added here.  Due to recording conflicts they were not added with the initial set of levels.  Expect these levels to be added by (05/25/17).