In the first section, there aren't any obstacles at all, and there is clearly only one direction for the player to go. This section allows the player to learn movement. The next section presents a pit of spikes. The game offers a brief reminder message about which buttons the player can press to reverse gravity. In this way, the player is fairly easily introduced to the gravity reversal mechanic.
The player takes a leap of faith |
The leap of faith has a safe landing |
Later on in Boo! Think Fast! and Driller, the player needs to take a leap of faith similar to the beginning, but this time there are obstacles along the way that the player must deal with, such as disappearing platforms and spikes.
Here's a video of the obstacles that the player must face through these new leaps of faith:
This is another example of how the tutorial builds in complexity based on what was previously introduced. After going through a few more sections with moving obstacles and spikes, the player reaches the teleporter that marks the end of the level.
A lot of different elements are introduced in the first level of VVVVVV. They are introduced in a sequence that allows the player to readily interact with them without becoming overwhelmed too quickly while also becoming increasingly complex over a short time, providing a lot of challenge for the player. Aside from the order in which things are presented, I also think that the checkpoints are very useful sources of positive feedback that help in leading the player through the level. Quite often, a new checkpoint is within view of the player, which helps provide a clear idea of where he or she needs to go. It's also a very positive experience to reach a new checkpoint, which provides a feeling of accomplishment and relief after clearing the previous obstacles.
The checkpoint clearly indicates that the player needs to find a way past the spikes in the middle |
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