High Level Concept
Photon Man, master of luminous power, reigns over a domain bathed in brilliance. Step into his lair, where an electrifying odyssey awaits, showcasing an unmatched path of dazzling innovation. In the realm of Megaman, he shines as a beacon of radiant challenge.
Constraints
1. Create a new Robot Master and Level for MegaMan.
2. Must design the level in MegaMan Maker.
3. Can't use too many ingredients.
4. 3 to 4 minutes level length.
Design Process
Top Down Methodology : Idea and Narrative
I crafted this Mega Man stage from the essence of light itself. Elements drawn from the franchise - crystals, lasers, and rainbows - all radiate luminosity. As light is woven from photons, Photon Man emerged as the Robot Master. The stage's backdrop unfolds within a mountain - where resources for his lasers hide - then ventures beyond, sky even space to reach stars and solar energy. That concept backed the idea to go vertically as much as forward in terms of movement for the player.
PhotonMan One Pager LDD
Bottom Up Methodology : Gameplay Blocks
Employing a methodical design approach, I focused on two core level elements: the dynamic flip platform and the strategic fuse laser. I generated a comprehensive collection of 27 distinct gameplay blocks. This meticulous approach ensures a finely calibrated and engaging player experience, with a diverse array of challenges and interactions to navigate.
Flip Platform Forward : I constructed three gameplay variations at increasing scales—1, 2, and 3 screen units going from one side of the level to the other.
Fuse Rail & Laser Crawler Forward : I developed three gameplay iterations, gradually expanding in scale—1, 2, and 3 screen units—spanning the level's width.
Combine Forward : I engineered three progressive gameplay iterations, scaling at 1, 2, and 3 screen units, advancing across the level's expanse. I mixed the movement generated by the flip platform and the risk of the fuse elements.
Flip Platform Descending : I devised three gameplay iterations at expanding scales—1, 2, and 3 screen units—spanning the level vertically from top to bottom.
Fuse Rail & Laser Crawler Descending : I formulated three gameplay iterations across increasing scales—1, 2, and 3 screen units—traversing vertically through the level's height.
Combine Descending : I established three gameplay progressions, ranging in scales of 1, 2, and 3 screen units, spanning vertically from the upper to lower reaches of the level.
Flip Platform Ascending : I designed three gameplay sequences with escalating scales—1, 2, and 3 screen units—encompassing a vertical journey from the lower to upper regions of the level.
Fuse Rail & Laser Crawler Ascending : I crafted three gameplay sequences that increase in scale—1, 2, and 3 screen units—enabling vertical traversal from the lower to the upper part of the level.
Combine Ascending : I constructed three gameplay progressions, with increasing scales of 1, 2, and 3 screen units, encouraging vertical motion from the bottom to the top of the level, but with enough challenge for the player.
By the end of this gameplay exploration I could have a better idea of how the ingredients behave and how to push their limits. I might have been too methodic, too calculating, that made me took a more instinctive approach for the final level build. I wanted the level to be more fluid so I made some thoughtful decisions.
Cuts : I made deliberate cuts to elements like Fuse Crosser and Xtender, which caused excessive confusion and frustration. Removing Rolling Drill and Jet Platform augmented complexity without significant benefit. The inclusion of Sola O, Diarn, and Wall Blaster heightened difficulty beyond the desired level. Overall, I addressed the issue of inducing player hesitation by anticipating danger rather than promoting fluid movement.
Adds : I introduced enemies like Twin Roader and Pukapucker to maintain a desired level of challenge and to engage the player's movement skills.
Modifications : I strategically incorporated additional ring platforms as a dynamic element that adds an enjoyable layer of gameplay. These platforms offer opportunities for vertical maneuvering and add excitement, forcing players to adapt their approach in the absence of solid ground. This injects moments of risk and add a fast pace gameplay to the level.
Maintain : Hologran, Air Stone and Telly were maintained procuring enough surprise or pression on the player to spice up a level.
Full Level Map Scan

Level Description
BEGINNING
I subtly impart the risks of the Fuse Rail and Laser Crawler early in the level, providing a controlled environment where players can grasp their potential danger while minimizing actual risk.
IN THE IRST TIER OF THE FIRST FORWARD SECTION
I introduce the back-and-forth movement of the Flip Platform by guiding players through a secure environment. This setting allows them to learn the rhythmic dance required to control its movement effectively, ensuring mastery before encountering more challenging scenarios.
The same is done with the Ring Platform.
UP TO THE MINI-BOSS
The complexity of these two elements escalates notably when enemies are introduced. Navigating the challenges of the Flip Platform and mastering its dance becomes increasingly demanding, particularly as adversaries enter the equation, requiring players to demonstrate advanced control and adaptability.
When the player arrives at the Mini-Boss he can destroy him or use the combination of the Ring Platform and Flip Platform to flee the scene.
REACHING THE STARS SECOND HALF OF THE LEVEL
The latter half of the level emerges as the true crucible of challenge. The player is immersed in a high-octane choreography, where skillful jumping, weaving, and navigating between lasers and Fuse Rail become imperative. The relentless pursuit of Telly keeps the pressure constant, demanding precision and quick thinking from the player.
FAST PACE
The final stretch of the level intensifies into a breakneck pace. Ring Platforms are strategically scattered throughout, creating an environment where the slightest misstep can lead to a void. This compels players to master the slide move and execute perfectly timed jumps, adding a thrilling edge to the climax of the gameplay experience.
A FUN FALL
Having conquered the challenge, players are encouraged to leap into the depths of the mountain, indulging in a playful vertigo-inducing descent.
TURN OFF THE LIGHT
An unexpected twist awaits at the level's conclusion—a sudden appearance of the Hologran plunges the player into complete darkness, transforming the experience into a thrilling venture through obscurity.
THE END
Reaching the Robot Master room the player must confront Photon Man.