Right approach & clear bubbles :
While we started with more open areas with a lot of freedom, it quickly appeared to me that it wasn't the right approach to address the player's unfamiliarity with 3D game environment & need to confront the player with educative content
Thus, I shifted towards dungeon-like layouts, with multiples "rooms" so that the player can learn the level step by step, with a more focused flow & more controlled environment regarding difficulty & education.
Balance between education & gameplay :
PowerZ's educative gameplay takes the form of
1) Puzzles & riddle (correcting a sentence, choosing the right shapes)
2) Finding species (animal & plants) to fill a compendium.
These are blended within the levels so players won't feel like filling an exercise book.
- Puzzles & riddles are spaced out, used as both mandatory & optional lever to unlock the path & rewards (gameplay item, secret places). Whenever it is possible, I tried to justify them & blend them in the environment to keep immersio.
- Species are split in multiple categories and difficulties, and distributed in the different bubbles so the player can find a pattern of logic :
Exemple 1 : A denser forest area means more vegetal species and animals associated with tree.
Exemple 2 : A desert with animals located near shadow or water spots.
Each area have assigned species & the compendium's clues hint towards the area's point of interests.