VVVVVV Interstate

Frogger, but VVVVVV.

About
Interstate is a custom VVVVVV level made in 1 week for the NYU Game Center.

The mod features new rooms, enemy patterns, and puzzles.

This was a solo dev project.
Media
Experience VVVVVV like never before!
Experience VVVVVV like never before!
10 unique rooms to beat!
10 unique rooms to beat!
Discover your sense of timing—
Discover your sense of timing—
—and put it to the test!
—and put it to the test!
Process
If VVVVVV is a game about one thing, it's about precision platforming. 
So when I had an assignment to design my own set of rooms for the game, I wanted to explore anything but precision—types of movement not present in the original game. This line of thinking eventually led to a fascination with patterns. And eventually, to a question: what's it like to move inside of them?
Shoutout to the VVVVVV editor for making it all possible.
Shoutout to the VVVVVV editor for making it all possible.
But funnily enough, my aversion to precision came well after my first draft. Which was, of course, all about precision!
My early draft placed an emphasis on grav lines—
My early draft placed an emphasis on grav lines—
—and lots of spikes!
—and lots of spikes!
So naturally, I changed gears by ignoring precision entirely. But I quickly learned that avoiding precision platforming in VVVVVV is impossible, since it's a big player in what makes the game unique. It's just a matter of how you use it.
But when I first started designing these new rooms, I hadn't reached that conclusion yet. I've included a couple before/after comparisons below to show just how much my designs changed once I did!
Before—
Before—
—and after!
—and after!
The biggest change was the introduction of those elements of precision I keep blabbing about, namely spikes.
Spikes are necessary to crafting a good difficulty curve in VVVVVV, since they're one of the few things that can force player movement. It's easy to wait for the right moment once you've figured out a pattern, but throw some spikes into the mix and suddenly stalling for time becomes a gauntlet that punishes hesitation.
Before—
Before—
—and after!
—and after!
In the end, the real star of the show was playtesting, since it's thanks to playtesting feedback that I got the necessary kick in the pants to revisit my original designs!
Always thank your playtesters, folks.
Before—
Before—
—and afterwards.
—and afterwards.
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