# Week 8 (11/04/2020)
The Alpha presentation was met with a positive reaction and constructive feedback. After having designed a level with moderate difficulty, I am now focusing on designing three levels with a compelling difficulty ramp. The enemy types are sparse, so we want to make sure we get as much use out of them as possible. For instance, the zapper lamps will now serve three purposes: to replenish the player's light when they fly by near it, to disorient the player when they make contact with the shell of the lamp, and to kill the player character when they fly into the electric zapping component of the lamp.
I am also working on the HUD and Shell UI for the game, with its own brand identity, including graphic design and typography. To set the tone for the game, one that is somewhat sombre, it is important for every touchpoint the player interacts with to carry the aesthetic message. I am going back to the moodboard we created for the game at the outset (and also adding to it) to ensure that the game and the associated user interface are consistent, and that this consistency is communicating clearly to the player.
When it comes to level design, it was clear from the Alpha playtest that the test level was too difficult, especially for casual gamers. With this in mind, I have begun designing an introductory level that eases the player into first getting a handle on the controls, and then learning to deal with enemies, with an internal ramp-up to them — i.e. starting with zappers, then moving on to the fence, then the arms, and then the drone.