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Nova Dasterin asked me to write about level design, so I went through some levels that stick out to me as memorable and tried to tease out why they left such an impression.

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Some memorable levels / fuzzy notepad

Another Patreon request from Nova Dasterin: Maybe something about level design. In relation to a vertical shmup since I'm working on one of those. I've been thinking about level design a lot lately, seeing as how I've started... designing levels. Shmups are probably the genre I'm the worst at, but perhaps some general principles will apply universally.