Music: New Frontiers by Ross Bugden https://youtu.be/4NGZQqPpDMw
I ultimately went with the theme of being lost or unsure of your place in the world. It is the central theme and all the mechanics were designed around this theme.
When I was first developing the levels for this game I began to realize that I could get a better idea of what the platform-hiding doubt could do if I created a paper-prototype first.
I experimented with different platform placements. I wanted to know what would be too much or not enough information for the player when it came to the placement of the platforms.
If the platforms were too obvious then the Doubt radius was pointless, if there wasn’t any indication that there was a platform there the player quickly became frustrated. Paper prototyping like this helped me save time once I started implementing anything into Unity.
Once I was in Unity implementing Doubt became easy but then I ran into a new issue. There was no more challenge to the mechanic beyond blocking the player’s view.
I attempted to fix this issue by having the player’s light dim if they talked to Doubt, which worked well until I entered playtesting. There I quickly realized that once players knew to avoid talking to Doubt I had given them no reason to continue to do so.
I ultimately ended up with an interesting mechanic that I was unable to utilize.