In "Shot in the Dark," I wanted the level design to align with the theme of survival under pressure, where light and darkness played pivotal roles. I implemented a mechanic where staying in darkness for too long would drain the player’s health, encouraging swift movement between light sources to stay alive. To add strategic depth, light zones were designed to restore health but at the cost of exposing the player’s location to lurking enemies. The level also featured limited respawns, prompting players to plan their attacks carefully and use the environment to their advantage. By eliminating enemies or monsters, players could earn new weapons, creating a sense of progression that culminated in a tense last-man-standing scenario. This design aimed to create a thrilling balance of risk and reward, compelling players to think tactically while navigating an ever-changing battlefield.
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