$Player$ $learning$ $and$ $encounter$ $deconstruction$
- INTRO
- FARM
- HANGAR
- HANGAR 2
- LIVING DISTRICT
- FACTORY - main mechanic - mind control
- WATER LAB - main mechanic - water levels
- UNDERGROUND
- SUBMARINE
- FOREST HANGAR
- UNDERWATER HANGAR
- WEIGHT PAD HANGAR - main mechanic - portable mind control.
- SOUNDBLAST LANDSCAPE - main mechanic - hiding behind obstacles + timing your actions
- HANGAR 3
- DISPOSING AREA/HANGAR 4
- YOU’RE A BLOB NOW
$Patterns$ $and$ $notes$
- Most encounters have clear goal straight away, or unravel the goal after exploration
- There are also encounters that give you mid-goals, without revealing the final goal straight away (like Encounter with 2 pneumoboxes). Those encounters usually don’t teach any new mechanics and cause the AHA-moment when the overall goal becomes clear.