
I’ll be the first to admit, I’m not a level designer, or a illustrator, but this is the general concept of the first level for our Sovietpunk Magnet game.
So what exactly is it?
Inside a tall retro-futuristic skyscraper exists this storage facility, but the only caveat is that it’s vertical. You awake inside a scrap metal compactor, surrounded by other robots similar in to your appearance. You don’t know why you’re there, but all you know is that you’re sentient (more-or-less) and you should probably get out. At this point you leave the trash compactor and use your special magnetic feat to polarize yourself to the ceiling to get out of the pit.
The next room is the main sectional for trash compacting. There are things like giant electromagnets, rail-pushers, and all sorts of other cyberpunk-esc control panels and whatnot all around. You realize that there’s a garage door blocked from closing shut by boxes. At this point you use your special magnetic hands to pull or push the boxes away, revealing the biggest puzzle: The vertical storage room

If you’ve ever seen a vertical car park, imagine that but for just various soviet-futuristic junk. Robots, boxes, crates, flying cars. All sorts of things. At this point the player has to figure out how to get out…. by going upwards The center column is magnetic, and you got magnetic boots! So at this point the player will have to traverse upwards, avoiding the “slide-platforms”, jumping between shelves and moving debris.
Lastly the player enters a massive loading bay. Inside there’s a button to call for a “loading-request” to call in a massive flying cargo ship to “deliver and pick up cargo”. The only issue is that the button is inside the foreman’s quarters, which require some clever magnetic position to get to.
Finally, when the player activates the load-request, giant bay doors open, revealing the retro-futuristic sovietpunk skyline that is Moscow ca. 2009. The cargo hauler flies in, lands, and the player enters the ship to end the level.