Moving Out Monday #27 – Showcase: Roundabout Mansion
Hey Movers!
Last week we skated through 21 Slick Street, but this week we’re going round the bend with Roundabout Mansion!

In the previous level - Dread Manor - we introduced some ghoul-like ghosts, but those baddies were mostly avoidable if you played your cards right.
In Roundabout Mansion, we turned that on its head! Here you have two ghosts to avoid and you are definitely forced to interact with them - way more than in Dread Manor!
Let’s set the scene. The level has a roundabout in the centre to funnel both the movables AND the players, which forces those ghostly encounters!

Our level designers went through a bunch of iterations during development, but they were all based around this central idea.

The beauty of the level design is that the ghost has a predictable path. This lets the player time and plan their movements – hot tip: run counter-clockwise to have the best chance at avoiding or outrunning the ghost!
Alternate pathing with the hedge maze and pond was also designed so you could avoid the centre for some movables.
Like in Dread Manor, you can also slap the ghost to stun it. This gives you the option to take some control of the ghosts or simply avoid letting them see you. Spoilt for choice!

Last but not least, we had some fun with some hidden decorative gems. Let us know in the comments below if you noticed the cow and other elements hidden in the valley behind the house. We had fun ‘hiding’ things in the backgrounds of the levels here and there.

Until next time,
TeamSMG, moving out!
Last week we skated through 21 Slick Street, but this week we’re going round the bend with Roundabout Mansion!

In the previous level - Dread Manor - we introduced some ghoul-like ghosts, but those baddies were mostly avoidable if you played your cards right.
In Roundabout Mansion, we turned that on its head! Here you have two ghosts to avoid and you are definitely forced to interact with them - way more than in Dread Manor!
Let’s set the scene. The level has a roundabout in the centre to funnel both the movables AND the players, which forces those ghostly encounters!

Our level designers went through a bunch of iterations during development, but they were all based around this central idea.

The beauty of the level design is that the ghost has a predictable path. This lets the player time and plan their movements – hot tip: run counter-clockwise to have the best chance at avoiding or outrunning the ghost!
Alternate pathing with the hedge maze and pond was also designed so you could avoid the centre for some movables.
Like in Dread Manor, you can also slap the ghost to stun it. This gives you the option to take some control of the ghosts or simply avoid letting them see you. Spoilt for choice!

Last but not least, we had some fun with some hidden decorative gems. Let us know in the comments below if you noticed the cow and other elements hidden in the valley behind the house. We had fun ‘hiding’ things in the backgrounds of the levels here and there.

Until next time,
TeamSMG, moving out!