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Cave Runner

Designed a metroidvania map for using a game kit.

Date

November 2025


Role

Level Designer


Contribution

Designed a metroidvania map using the pre-existing mechanics and systems in the Cave Runner kit in Construct 3


Skills

Construct 3

Final Level Screenshot

unnamed (4)

Screenshot 2025-12-06 045027

Development Process

Room and Area Design & Power Up Locations

 

Detailed Level Sketch

 

Playtesting Feedback & Fixes

To Fix

Consider

Good

 

Eric

Area 1

One block higher at the beginning

Went right to the missile 

Getting all the pickups even not needed

Falling is fun

 

Area 2

Panic run lava room

Like the split up room

More enemies in accessible split room 

Actually go down to save before going to next lv

Feels very vast - slow?

Maybe the player wont be able to jump to lava if they dont know what the item is (heat suit)

Went to the blocked area and realized missed rocket 

Getting stuck in the breakable block stair room

Maybe the parkour is hard

 

Area 3

Like the stairs parkour would be interesting with the enemies

Dying might be very punishing

Not getting the items in the long room cuz parkour is too long

Panic in the chaos room

People can farm a rocket and bypass the wall if there are enemies in the same room 

Like the missile lava room in ruins - but cant see enemies well esp where the hornets spawn from

Gets stuck in the energy room after getting it in ruins

 

Went back to Area 1

Backtracked to fall and got the energy with hi jump

 

Area 4

Getting the missiles but not enough enemy rush

Lot of health and energy if you backtrack

Shooting upward changes gameplay a lot

Reflection

What went well:

  • I was able to create a map with over 30 minutes of playtime.
  • I was able to use the mechanics given to me from the kit and create a new, creative mechanic, the platform-creating puzzle with the breakable blocks. 

Challenges:

  • It was difficult to know some parts of the map that would soft locktlock the players and keep track of the player power-up progression before playtesting.

What I Learned:

  • Importance of playtesting and using player-friendly approaches in teaching new mechanics, including combination of existing mechanics.