Kia ora!
Some of the levels you'll encounter in Hazard Pay came about in a slightly unexpected way.
Tobiasz first discovered the game's level editor while beta playtesting Hazard Pay and being part of the community on Discord. What started as experimenting with the tools soon turned into creating his own puzzles and sharing his ideas with us.
Several of those levels found their way into the finished game.
With Hazard Pay launching on 10th September, we asked Tobiasz to tell us a little about how he went from playing the game to helping create some of its puzzles.
"I first got involved with Hazard Pay as a beta playtester. While testing the game, I discovered its level editor. What started as experimenting with the tools gradually turned into designing my own puzzles and collaborating directly with Arran, the game's creator.
It was a unique way to learn game design in practice. I started thinking more methodically about how players approach a puzzle, how something obvious to the designer may not be obvious to someone else, and how small changes in layout or available moves can completely change a level.
I especially enjoyed the collaborative part. I tended to approach levels more from the visual and artistic side, while Arran brought a more logical, puzzle-focused perspective. Combining those approaches often produced some of the best results and was simply fun to work on.
In the end, several of my levels made it into Hazard Pay, which is pretty cool on its own. But the collaboration and the whole process of making them was probably the part I enjoyed most :)"
– Tobiasz
You'll be able to tackle Tobiasz's levels alongside the rest of Hazard Pay's handcrafted puzzles when the game launches on 10th September.
A huge thanks to Tobiasz, and to everyone in the Hazard Pay community who has spent time playing, testing and sharing feedback on the game.
See you soon!
Arran, Smitner Studio