GameLevelDesignTask
Generates production-ready game level designs with comprehensive documentation, including layout, encounters, pacing analysis, and player guidance.
{
"level_name": "The Obsidian Vault",
"game_type": "metroidvania",
"level_theme": "dungeon",
"level_duration_minutes": 15,
"difficulty_tier": "hard",
"include_boss_encounter": true
}
|
[P1] -- [B]
Live Results Showcase
Explore actual level design artifacts generated by this task in the Cognotik workspace.
| Field | Type | Description |
|---|---|---|
level_name * |
String | The name of the level. |
game_type |
String | The type of game (e.g., 'platformer', 'shooter', 'puzzle', 'rpg', 'metroidvania'). Default: "platformer". |
level_duration_minutes |
Int (5-30) | Target duration in minutes (5-30). Default: 10. |
difficulty_tier |
String | tutorial, easy, medium, hard, expert. Default: medium. |
player_count |
Int | Number of players (1-8). Default: 1. (2+ for multiplayer). |
level_theme |
String | Level theme (e.g., 'forest', 'dungeon', 'city', 'space_station'). Default: "dungeon". |
pacing_style |
String | steady, escalating, varied. Default: escalating. |
include_boss_encounter |
Boolean | Whether to include a final boss. Default: false. |
include_puzzles |
Boolean | Whether to include puzzle elements. Default: true. |
include_secrets |
Boolean | Whether to include secret areas. Default: true. |
include_collectibles |
Boolean | Whether to include collectibles. Default: true. |
generate_difficulty_variants |
Boolean | Whether to generate difficulty variants for accessibility. Default: false. |
include_visual_layout |
Boolean | Whether to include ASCII visual layout. Default: true. |
input_files |
List<String> | Optional glob patterns for context (e.g. **/*.kt). |
Generates the macro-layout, including zones, connections, and an ASCII visual representation of the map.
Populates zones with combat, puzzles, and environmental challenges, including enemy composition and rewards.
Calculates intensity curves, identifies the climax location, and strategically places rest points.
Adds collectibles and secret areas based on the theme and difficulty tier.
Defines implicit (environmental) and explicit (markers) player guidance systems.
Generates optional balance adjustments for Easy, Hard, and Expert modes for accessibility.
Compiles all phases into a comprehensive Markdown document, generates HTML/PDF exports, and provides a summary of generation statistics.