Demons of Experimentation: Level Slicers
Convention-class demon are sneaky because they blend with the background and it’s very difficult to realize you’re succumbing to them. Level Slicers devote themselves to make you think about splitting your game in levels too soon.
Level Slicers sometimes leave visible scars like meaningless progress numbers showing up, puzzling loading times and lots of decorative filler in levels that doesn’t need to be so big.
Their main poison are rationalizations:
- Technological limitations
- Delivering immediate reward fixes (junkgames)
- Make progress-status and menus a better trap (menus are another demon)
- “It’s custom, so it must be right”
But the worst variant is “It’s natural that this game is split in levels!”. And then their harm is evident: We are probably thinking we’ll have levels before having a good grasp on the core gameplay. And levels help divide the problem by, in turn, reducing the possible games we could have came up with.
We humans are used to deal with a continuum. We learn to divide and conquer just to make our problems easier to solve. But whose problem are levels solving? the player’s or yours?
Level Slicers are legion. We need more continuous games.





