Not really, they’re all self-contained. That said you should play Professor Layton and the Curious Village, it’s quite good and has a high quality remaster on mobile phones.
I can understand invisible walls to stop you going off the map, or little “airlock” areas to hide a loading zone, but what is the point of this other than filler?
Kamila Gasiuk-Pihowicz - Koalicja Obywatelska, Platforma Obywatelska
Jarosław Sellin - Zjednoczona Prawica, Prawo i Sprawiedliwość
Michał Kobosko - Trzecia Droga, Polska 2050
Małgorzata Paprocka - Kancelaria Prezydenta RP
Przemysław Wipler - Konfederacja, Nowa Nadzieja
Since you brought it up, what is the difference there? Do you mean gameplay design as in the whole game is this way or as in this scene is not a level? (No I didn’t watch OP’s video.)
Gameplay design is the design of how the game plays. Level design of the design of the levels. In this scenario, the problem is not being able to advance until the platforms are even, which is an issue of gameplay design.
To add to this: “level design” typically covers things like the design of paths through the level (both physically and plot/objectives) and visibility of paths affecting player thinking and choices (ie making it clear to the player how to progress, not get lost). These are “big scale” things, not fine detail.
“Gameplay design” typically covers things like movement, interaction and item/skill progression mechanics. The are “small scale” (or for inventories & skill trees: “no physical scale”) things.
In practice the two terms do often overlap quite a bit, so you can argue basically anything to be in either category.
youtube.com
Aktywne