Week 3 -- 2D Arc: Enemies, Hazards & Level Design
Date: May 1, 2026 Arc: 2D Game (Week 2 of 3)
Featured Game: Sonic & Knuckles (1994, Sega / Backbone remaster)
Brian produced the remaster. Play 2 minutes -- a level with varied enemies and hazards.
- What to notice: enemy placement teaches you the rules. First encounter is safe, second is dangerous. Hazards are visible before they kill you.
- "Good level design is invisible teaching."
Play-Test Spotlight
Selected student demos their 2D world with tuned movement.
Learn
Collision Events
When objects touch, things happen. In GDevelop:
Condition: Player is in collision with Enemy
Action: Delete Player / Respawn at checkpoint / Lose a life
Object Groups
Organize your objects! Instead of writing separate events for every enemy type, create groups:
- Enemies group: all enemy objects
- Hazards group: spikes, lava, pits
- Collectibles group: coins, gems, power-ups
Enemy AI Patterns
| Pattern | How it works | Good for |
|---|---|---|
| Patrol | Walk between two points, reverse at each | Ground enemies, guards |
| Chase | Move toward the player when close | Aggressive enemies, ghosts |
| Sentry | Stay still, shoot at intervals | Turrets, archers |
Level Design Principles
- Teach through play -- introduce hazards in a safe context before making them dangerous
- Escalate difficulty -- each section should be slightly harder than the last
- Reward exploration -- hidden paths, bonus items, secrets
- Rest points -- give the player safe moments between challenges
Key Vocabulary
| Term | Definition |
|---|---|
| Collision event | A rule that triggers when two objects touch |
| Object group | A collection of objects that share the same events |
| Patrol AI | Enemy moves back and forth between two points |
| Checkpoint | A save point the player returns to after dying |
| Respawn | The player reappearing after death |
Build
- Add a patrolling enemy with collision leading to player respawn.
- Add a static hazard (spikes, lava, pit) with collision leading to respawn.
- Add a death effect: animation, sound, screen flash.
- Set at least one checkpoint.
- Redesign your level layout to teach the player about the hazards through placement.
Play & Feedback
Play each other's levels. Feedback: "Where did you die the most? Was it fair? Where did you feel smart?"
Resources & Further Reading
- GDevelop Collision Events
- GDevelop Object Groups
- Boss Keys - Level Design YouTube Series by Game Maker's Toolkit
- The Level Design Book (free online)
- Sonic Level Design principles explained
Stretch Goals
- Multiple enemy types with different behaviors.
- A hidden area or secret path that rewards exploration.
- See the Level Design Worksheet for planning tools.