The game’s signature mechanic, the possession ability, allows players to control wild monsters, using their abilities to traverse obstacles and solve puzzles. This created an unusual situation where enemies acted as hazards to be approached with caution, but also as tools necessary to get around the world, and the level design needed to accommodate both. I made sure to give the player space to avoid and sneak around enemies, and occasionally found it necessary to tweak platform layouts when the enemy AI had trouble navigating the level.
As for puzzles, since the team clearly wouldn’t have time to make too many unique objects for the player to interact with, I pushed to prioritize versatility. During the process of conceptualizing the possessable monsters and their abilities, I tried to ensure that all of them would have a couple unique traits to offer to the player, so that they would be useful in a variety of situations. For interactable objects, I relied a lot on things like switches, pressure plates, and moving doors, which could be easily scripted to behave a bit differently every time. Both of these factors ensured that, even with only five possessables and a handful of interactable objects, the puzzle design would not become repetitive too quickly.