Well the level progression and increasing difficulty is something that we will find out as the game goes on. The speed of the object is important, i reckon we should aim for 3 level groups each with 10 levels. speed will only change between level groups and if we were to later add levels, they would be a fair distribution across all 3 groups nothing too much harder than 3.
levels
1 - 5 warm up
5- 10 maintain slow speed but add more puzzles and obstacles
group 2
1 - 5 introduction of new obstacles and faster paced gameplay
5 - 10 harder and more challenging courses which consist of 2 in 1 or 3 in 1 swipes, this means, like a jump and a speed up. or a jump, slow down then speed up all in close coordination.
group 3
1 - 5 like group 2's 5 - 10 section but faster.
5 - 10 longer levels, don't want to make it too difficult in the sense that you have to move loads in a small space of time. but the idea that you have to maintain your performance is challeging in it's own way.
We could also add a Special section unlocked once all other levels are complete. for example 5 long levels which each have something special about them. maybe a movement lock on upward swipe or something. an enemy robot you have to beat, teaching you to be efficient and fast on the courses.
these are just some ideas for the difficulty distribution.
levels
1 - 5 warm up
5- 10 maintain slow speed but add more puzzles and obstacles
group 2
1 - 5 introduction of new obstacles and faster paced gameplay
5 - 10 harder and more challenging courses which consist of 2 in 1 or 3 in 1 swipes, this means, like a jump and a speed up. or a jump, slow down then speed up all in close coordination.
group 3
1 - 5 like group 2's 5 - 10 section but faster.
5 - 10 longer levels, don't want to make it too difficult in the sense that you have to move loads in a small space of time. but the idea that you have to maintain your performance is challeging in it's own way.
We could also add a Special section unlocked once all other levels are complete. for example 5 long levels which each have something special about them. maybe a movement lock on upward swipe or something. an enemy robot you have to beat, teaching you to be efficient and fast on the courses.
these are just some ideas for the difficulty distribution.