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Image number 1 of Linelith's level design

Linelith Level Design Timeline

Patrick Traynor

This webpage is an interactive timeline of the level design iteration during the development of my puzzle game Linelith, which is part of the CosmOS 9 Bundle. You can view the level design at 32 points in time, plus annotations and additional information. I put together this timeline because I thought it would be interesting to see the three world structures I made before settling on the fourth and final one.

In Linelith, you draw lines to solve puzzles which are embedded in colorful minerals.

Animated gif of Linelith gameplay

If the game looks interesting to you, I think it's worth experiencing blind, before reading this timeline. :) The mechanics have a few clever twists that get introduced as you progress. It's a relatively short game, around an hour.

Linelith on Steam

Linelith on itch.io

Chart of puzzle count over time

  • You can click on bars to jump to that point in time.
  • You can click on the tile types in the legend above the chart to show and hide them.
  • Points 15, 20, 23, and 32 are the final versions of each level iteration.
  • Points 15 and 32 have a similar number of total puzzles, but 15 has a lot of freebie "puzzles" that aren't really puzzles, whereas 32 has a higher density of actual puzzles.
  • The proportions of the tile types changed over time as I changed what purpose I used each tile type for. By the end, I used yellow for standard puzzles, brown exclusively for pushable-rock puzzles, green for decorative walls, pink mostly for explicit dots-on-ground puzzles, and blue for standard ground.