_______________________
_______________________
I used the visual scripting tools to make sure the player start the level with no weapons.

The visual scripting tool for the player
________________

Layout of the map. The player start on the left, in hell, then arrive in mars on the right.

The lighting change after the player gets his first weapon.

When the player enters in the weaponry, a voice says " You seems to like weapons... You'll find everything you need here".

When players takes the chainsaw, the next door opens herself, to make sure they are ready for the grand finale.

If the player search for interruptor in the third room, he can open a secret room that leads to the plasma weapon and the double jump boots. Another secret weapon is hidden in the last part of the level too.
_______________________

To open the first door, players need to active the skull. The skull being on their left, they can't see at first. Also, few playtests showed that it was not intuitive. To make up for it, I added blood and blood sound to draw attention in here.

To get the first weapon, players need to get it from a body, in order to open the door. To show them there is something, I added a flashing light.

For the first secret, when players activate the pannel, a text indicate that a door is unlocked.

In the same room as the secret, each doors have a different color (blue, red, yellow). In early playlists, Players kept getting lost because each doors were the same color.

Also, health and armor are hidden on each collumn. Small shields guide the player so he can get there more naturally.

The room after have a lot of scripts. I wanted to make sure the player have all the weapons before getting to the finale, otherwise the map would be too hard.

The next room have 2 waves of demons. To help the player, armor, health, ammo and explosive are being disposed all over the room. A secret weapon can also be found by the player if he search inside all the rooms.

The final room is big, and have a wave of multiple demons with 25% more health.

To make sure the player have everything, i placed some bonuses at the beggining and a lot of explosives barrels.

The wave only start when the player activate the button to open the last door. It allow the player to first see the room, then fight when they're ready.