Oct 14, 2026 · 45 min · 11 segments
Send us Fan Mail Welcome back to another episode of The Gamerheads Podcast! This week, Roger sits down with Matt and Grover, the creative minds…
Uh, well, let's talk about the, the level design.
So in this game, you are racing against a clock.
Can you talk about the, the design and designing challenges where you're racing against a clock and, and the challenges around designing levels with that premise in mind?
Yeah, yeah, yeah.
It's definitely can be very mind-wracking at times.
You know, it's like-
Yeah
... okay, what's a good way to make this fun? What's a good way to...
What, what, what's a good time even, right? Like, you know-
Hmm
... part of it is, you know, one of my kind of ideas going into it was like, okay, well, you know, I don't want it to be just simple left to right or up to down, down to up type of thing, right? Like that, that seems a little, you know, kinda derivative and, you know, a lot of other platformers are, you know, already do that, you know? Um, so, you know, my idea was like, okay, well, we have these buildings.
You know, each level is its own unique building.
Let's go ahead and, you know, make them, you know, buildings.
You know? Well, there'll be different rooms, different places to go.
You know, you won't have just one target, you'll have multiple.
Right.
You know, you'll have to kind of f- learn the building a bit, you know? Um, maybe there's hid- like, like Robert mentioned, hidden shortcuts or, you know, ways to like cheat and kind of get packages to people faster than, you know, you might expect, right? Like, you know, there, there's a level where I designed where it's like you can throw the w- package through a window to deliver it early if you can think of it, right? Like-
Yeah.
Mm-hmm.
Um, you know, 'cause it's like all the package has to do is touch the target and you-
Yes
...
it counts as delivered.
They, all the targets-
By any means necessary.
Uh, well, let's talk about the, the level design.
So in this game, you are racing against a clock.
Can you talk about the, the design and designing challenges where you're racing against a clock and, and the challenges around designing levels with that premise in mind?
Yeah, yeah, yeah.
It's definitely can be very mind-wracking at times.
You know, it's like-
Yeah
... okay, what's a good way to make this fun? What's a good way to...
What, what, what's a good time even, right? Like, you know-
Hmm
... part of it is, you know, one of my kind of ideas going into it was like, okay, well, you know, I don't want it to be just simple left to right or up to down, down to up type of thing, right? Like that, that seems a little, you know, kinda derivative and, you know, a lot of other platformers are, you know, already do that, you know? Um, so, you know, my idea was like, okay, well, we have these buildings.
You know, each level is its own unique building.
Let's go ahead and, you know, make them, you know, buildings.
You know? Well, there'll be different rooms, different places to go.
You know, you won't have just one target, you'll have multiple.
Right.
You know, you'll have to kind of f- learn the building a bit, you know? Um, maybe there's hid- like, like Robert mentioned, hidden shortcuts or, you know, ways to like cheat and kind of get packages to people faster than, you know, you might expect, right? Like, you know, there, there's a level where I designed where it's like you can throw the w- package through a window to deliver it early if you can think of it, right? Like-
Yeah.
Mm-hmm.
Um, you know, 'cause it's like all the package has to do is touch the target and you-
Yes
...
it counts as delivered.
They, all the targets-
By any means necessary.
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