Gulu O!Hole! 关卡设计 Level Design

关卡基础体验问题诊断与优化方案(2026-10-21) Foundational Level Experience Diagnosis & Optimization Plan (2026-10-21)

在深入体验 O!Hole! 各关段并与同类竞品对比后,我们发现中后段关卡的基础吞噬与成长体验不够顺畅——玩家从 L151 之后开始逐步遇到跑空找食、中段升不动级和频繁停顿。我们判断这一基础体验问题很可能会对中长线留存造成影响,因此计划先把基础吞噬手感调顺畅,在顺滑体验之上承载难度挑战,以此改善长线留存。 After playtesting O!Hole! across stage bands and comparing against peer titles, we found that foundational swallowing and growth flow becomes noticeably choppy in mid-to-late stages—starting after L151, players increasingly run into empty roaming, mid-level stalls, and frequent pauses. We believe this foundational experience issue may be weighing on mid-to-long-term retention, so we plan to smooth out basic swallowing first and layer challenge on top of fluid gameplay to help improve long-term retention.

发布日期Date 2026-10-21 盘点与对比范围Scope O!Hole! L1–1099 全量关卡 · 对照 All in Hole (Holein.io) & Hole StarO!Hole! L1–1099 · vs. All in Hole (Holein.io) & Hole Star 修复覆盖关段Fix Coverage L151–250、L251–500、L901–1099 存量修复 + L1100+ 新关规范L151–250, L251–500, L901–1099 existing fixes + L1100+ new-level standards

核心判断:问题主要不在绝对难度太高或缺少新机制,而在于基础吞噬链路断档。 限时与障碍挑战是商业化所必需的;但中后段低分铺底变稀、中段桥梁不足,叠加方形道具在美术制作中整体偏大(实际吞噬等级推高 1–2 级),让玩家在承受难度压力的同时被卡在生涩的基础体验里,这可能会放大中后期的流失。 Core Assessment: The issue lies primarily in broken swallowing chains rather than excessive difficulty or missing mechanics. Timer and hazard pressure is vital for monetization; however, thinner base/bridge supply combined with oversized square props in art execution (+1–2 levels to swallow) traps players in clunky basic gameplay while under timer pressure, which likely contributes to mid-to-late churn.

1 实际体验下来的一些问题:三款游戏的体感与难度来源对比1 Issues Found in Playtesting: Gameplay Feel & Difficulty Drivers Across Three Titles

对比体验 All in Hole、Hole Star 与我们自身各关段(从 L151 起初显、L251 后放大)后,最核心的差异在于“难度建立在什么体验之上”——竞品是在顺畅吞噬之上做时间与空间挑战,而我们中后段变成了“卡等级、刮地皮”的阻滞感。 Comparing All in Hole, Hole Star, and our own stage bands (emerging at L151+ and peaking at L251+) reveals a fundamental difference in what drives difficulty—peers build spatial and timer challenge on top of fluid swallowing, whereas our mid-to-late stages create growth-stall friction.

实机体感与心流对比Playtest Feel & Flow Comparison

1 All in Hole:高流速 + 空间与紧限时挑战1 All in Hole: High Flow + Spatial & Timer Challenge

不卡黑洞等级,前 20% 时间即可迅速升到通吃全场的等级,吞噬手感极其爽快,没有“面对大物体吃不下或要停顿”的挫败感。它的挑战来自更大的地图(中位面积 4,021 vs 我方 2,940)+ 更短的限时(135–145s vs 我方 185–205s)——即“洞长得快、什么都能一口吞,但要在紧迫时间内快速规划路线找齐目标并躲开障碍”,属于高心流的爽快紧张感。 Never stalls hole growth—players unlock almost the entire board within the first 20% of the timer, with zero frustration from unswallowable props. Its challenge comes from larger maps (median area 4,021 vs. our 2,940) + tighter timers (135–145s vs. our 185–205s): the hole grows fast and swallows everything smoothly, while players race the clock to plan routes, find targets, and dodge hazards—creating high-flow excitement.

2 Hole Star:双倍经验加速 + 小图高密连吃2 Hole Star: Double XP + Compact High-Density Flow

全程无门槛加速成长,前 4 级即可解锁全图 92% 的物件。 它将分值阶梯整体乘以 2(用 2 → 8 → 20 → 30 → 50分 替代 1 → 4 → 10 → 15 → 25分),单关总分高达 3,532–4,040 XP(我方的 2 倍),而地图面积仅 1,819–1,893(我方的 60%)。地面高密度小物件紧贴移动轨迹,黑洞全程处于“边走边吃、飞速长大”的连贯爽感中。 Accelerated growth with 92% of the board unlocked by Lv4. By doubling the score ladder (2 → 8 → 20 → 30 → 50 pt), total board XP reaches 3,532–4,040 XP (2× ours) inside a compact map area of 1,819–1,893 (60% of ours). Dense props pack every movement path so the hole grows continuously without interruption.

3 O!Hole! 中后段现状:卡等级、刮地皮的滞涩感3 O!Hole! Mid-to-Late Stages: Growth-Stall Friction

我们给了很长的时间(185–205s),却把 1分 减少换成 Lv2–3 的 2分,把 4/10/15/20分 尺寸放大并做成方形块与高立柱,再把任务目标设在 Lv7–9(1,030–2,130 XP)。 玩家在漫长的 3 分钟里,有 2 分多钟都在绕着吃不下的大物体刮地皮、或者停在长方体下面等它慢吞吞翻进洞里——虽然限时宽裕使账面难度指数低于竞品,但体感极其滞涩、心流频频中断! We give a long timer (185–205s), but cut 1pt items for Lv2–3 2pt items, enlarge 4/10/15/20pt props into rectangular blocks and tall pillars, and set targets at Lv7–9 (1,030–2,130 XP). Out of a long 3-minute round, players spend over 2 minutes skirting around unswallowable buildings scraping the ground for crumbs, or stopping under rectangular blocks waiting for them to slowly tip into the hole—making gameplay feel sluggish and repeatedly breaking flow.

L1–150 前段顺畅基线L1–150 Smooth Baseline 50.9 1–2分密度(件/百面积)· 目标 Lv5–6,连吃顺畅无停顿1–2pt density (/100m²) · Gate Lv5–6, smooth continuous flow
L151–250 问题初显期L151–250 Issue Emergence 39.9 → 33.0 L151 起扩图降密 · L201 起 1分跌 41% 且 64% 关目标跳升 Lv7Density dips at L151 · 1pt -41% & 64% jump to Lv7 at L201
L251–500 / L900+ 全面放大L251–500 / L900+ Escalation 25.4 / 7件 items 铺底密度腰斩(-50%),10分桥梁仅 7 件,陷入“刮地皮”Base density halved (-50%), only 7 10pt bridges, causing stalls
方形道具外边角超标Square Corner Overhang +41.4% 按内边取尺寸导致对角线超标,各分值吞噬推迟 1–2 级Inner-side sizing inflates diagonal, delaying swallow 1–2 Lvs

2 道具尺寸偏差原因:方形物件“按内边 vs 按外边角”取尺寸2 Why Item Sizes Deviated: Measuring Square Props by Inner Side vs. Outer Corner

我们之前已制定过不同尺寸物件对应的黑洞吞噬等级规则;但在和美术团队复盘后发现,实际制作方形物件时按“内边长”而非“外边角”取了尺寸,导致道具普遍偏大。 We previously defined item size rules mapped to hole swallow levels; reviewing with the art team revealed that square props were measured by inner side length rather than outer corner diagonal, leaving items systematically oversized.

美术规范复盘Art Pipeline Review

图 1 圆形洞口与方形物件匹配关系:按“内边长”与按“外边角”取尺寸的几何对比Fig 1 Circular Hole vs. Square Prop: Sizing by Inner Side (W) vs. Outer Corner Diagonal (D)

左图:按内边长(W = 洞口直径)制作,方形四个外边角伸出圆洞外(粉红区),卡住无法掉入;右图:按外边角对角线(D ≤ 洞口直径)制作,四角完全在圆洞内,到达设计等级即可顺畅吞下。 Left: Sizing by inner side length (W = Hole Ø) leaves all four corners overhanging the circular rim (rose), jamming the prop. Right: Sizing by outer corner diagonal (D ≤ Hole Ø) inscribes the square inside the hole for smooth swallowing.

美术实际做法:按“内边长 W”取尺寸 Art Execution: Sized by Inner Side (W) 圆形黑洞洞口 Circular Hole Mouth 直径 = Ø Diameter = Ø 内边长 W = 洞口直径 Ø(外角超标 +41%) Inner Side W = Ø (Outer corners +41%) 四个外角卡在洞口外,需多升 1~2 级才能吞入 4 corners jam on rim → requires +1 to +2 levels 正确设计标准:按“外边角 D”取尺寸 Correct Standard: Sized by Outer Corner (D) 对角线 D ≤ Ø Diagonal D ≤ Ø 外边角对角线 D ≤ 洞口直径 Ø(四角完全入洞) Outer Diagonal D ≤ Ø (Corners fit inside rim) 到达目标黑洞等级即可顺畅吞入,无卡顿 Drops smoothly as soon as target level is reached

3 等级尺寸与跨关段对比:物件跳级错位 & 关段供给差异3 Level Ladder & Stage Comparison: Item Level Shift & Supply Gaps

结合简化后的黑洞等级吞噬阶梯图与跨关段对比数据,可以直观看到道具尺寸偏大造成的“跳级卡死”,以及 L151、L201、L251 之后的供给断层。 The simplified hole-level ladder and cross-band comparison below show how oversized props shift swallow gates upward and how item density evolves across L151+, L201+, and L251+.

简化图解与分段数据Simplified Ladder & Band Data

图 2 黑洞等级(Lv1–Lv10+)洞口尺寸、累计经验,以及各分值“原设计可吃等级 vs 外角偏大后实际卡级”对比Fig 2 Hole Levels (Lv1–Lv10+) Mouth Diameter, Cumulative XP, and Original Planned vs. Actual Oversized Swallow Level

表头展示 Lv1–Lv10+ 的洞口直径与升级累计经验;下方每一档分值对比原设计(绿框)、当前效果(红框)与优化后(蓝框)的可吃等级范围。 Header rows show Lv1–Lv10+ proportional mouth circles, diameters, and cumulative XP required; rows below compare planned (green), current shifted (rose), and optimized (blue) swallowable level ranges.

黑洞等级 (Hole Lv) Hole Level 洞口比例示意图 Proportional Mouth 洞口直径 (Mouth Ø) Mouth Diameter (Ø) 升级所需累计经验 Cumulative XP Needed Lv1 1.03m 0 XP Lv2 1.55m 10 XP Lv3 2.06m 30 XP Lv4 2.58m 130 XP Lv5 3.09m 330 XP Lv6 3.61m 630 XP Lv7 4.12m 1,030 XP Lv8 4.64m 1,530 XP Lv9 5.15m 2,130 XP Lv10+ 5.67m+ 2,830+ XP 1–2 分(铺底小件) 1–2 pt (Base Fodder) 1分 Lv1吃 · 2分 Lv2主吃 1pt at Lv1 · 2pt at Lv2 原设计:Lv1–Lv2 可吃 Planned: Lv1–Lv2 外角偏大 → 2分卡到 Lv3 Oversized 2pt → Lv3 优化:Lv1–Lv2 可吃 Optimized: Lv1–Lv2 4 分(前中期过渡件) 4 pt (Early Bridge) 少数 3级吃 · 4级主吃 Some Lv3 · Mainly Lv4 原设计:Lv3–Lv4 可吃 Planned: Lv3–Lv4 外角偏大 → 卡到 Lv4–Lv5 Oversized → Lv4–Lv5 优化:Lv2–Lv3 可吃 Optimized: Lv2–Lv3 10 分(中段核心桥梁) 10 pt (Mid-Tier Bridge) 4级刚好吃 · 5级主吃 Starts Lv4 · Mainly Lv5 原设计:Lv4–Lv5 可吃 Planned: Lv4–Lv5 数量偏少且外角偏大 → 推迟至 Lv5–Lv7 Scarce & oversized → delayed to Lv5–Lv7 优化:Lv4–Lv5 可吃 Optimized: Lv4–Lv5 15 分(次高分大件) 15 pt (Large Props) 6级刚好吃 · 7级主吃 Starts Lv6 · Mainly Lv7 原设计:Lv6–Lv7 可吃 Planned: Lv6–Lv7 外角偏大 → 跳至 Lv7–Lv8 Oversized → Lv7–Lv8 优化:Lv6–Lv7 可吃 Optimized: Lv6–Lv7 20–25 分(关底大目标) 20–25 pt (Final Targets) 20分 Lv8 · 25分 Lv9 20pt at Lv8 · 25pt at Lv9 原设计:Lv8–Lv9 可吃 Planned: Lv8–Lv9 外角偏大 → 跳至 Lv9–10+ Oversized → Lv9–Lv10+ 优化:Lv7–Lv8 可吃 Optimized: Lv7–Lv8

注:单关全图总分通常仅 1,800–2,200 XP。除了方形外角偏大导致各档整体右移 1~2 级外,原规划将 4分 定在“4级主吃”(使 Lv3→Lv4 的 100 XP 跨度缺乏过渡),且将 20–25分 定在 Lv8–Lv9(需 1,530–2,130 XP,接近耗尽单关总分,而竞品 25分 76% 在 Lv7–8 可吃)。因此除修正外边角尺寸外,还需将 4分 重心前移至 Lv3,并将普通关高分目标下调控制在 Lv6–Lv7。 Note: Total map XP in a standard level is typically 1,800–2,200 XP. When 20–25 pt targets are pushed to Lv8 (1,530 XP) or Lv9 (2,130 XP) by square corner overhang, players must clear nearly 100% of the map just to unlock the final target.

图 3 O!Hole! 各关段演进(L1–150 → L151–250 → L251–500 → L901–1099)与同类竞品的供给对比Fig 3 Stage-by-Stage Supply Evolution in O!Hole! vs. All in Hole & Hole Star

左图对比“1–2分基础铺底密度(件/百面积)”,从 L151–200 开始下滑、在 L251 后跌至低谷;右图对比“中段 10分 桥梁件数”与“最高目标门槛等级(Gate Lv)”。 Left chart tracks 1–2 pt base density (items/100m²), showing the initial dip at L151–200 and sharp drop at L251+; right chart compares median 10 pt bridge item counts and target gate levels against peers.

① 1–2分基础铺底密度(件 / 百面积,越高越不易跑空) ① 1–2pt Base Fodder Density (Items / 100m²) O!Hole! L1–150 50.9 O!Hole! L151–200 39.9(大场景版 23.7) 39.9 (23.7 in large scenes) O!Hole! L201–250 33.0(1分密度跌 41%) 33.0 (1pt density -41%) O!Hole! L251–500 25.4 (-50%) O!Hole! L901–1099 23.0 (L1000+ 19.7) All in Hole 38.5+ Hole Star 36.0+ ② 中段成长桥梁:单关 10分 物件数(及最高目标门槛等级) ② Mid-Tier Bridge: Median 10pt Items / Lv (& Target Gate Lv) O!Hole! L1–150 6 件(门槛仅 Lv5–6,易跨过) 6 (Gate only Lv5–6, easy) O!Hole! L151–200 6 件(门槛 Lv6,面积扩大) 6 (Gate Lv6, larger map) O!Hole! L201–250 13.5 件(门槛跳升至 Lv7) 13.5 (Gate jumps to Lv7) O!Hole! L251–500 仅 7 件(门槛却高达 Lv7–8) Only 7 (while Gate is Lv7–8) O!Hole! L901–1099 9–20 件(门槛拉升至 Lv8–9) 9–20 (Gate rises to Lv8–9) All in Hole 31 Hole Star ~24 eq.
游戏与关卡段Game & Level Band 阶段体验特征Stage Experience 地图面积(中位)Median Area 1–2分铺底密度(件/百面积)1–2pt Density / 100m² 1分物件密度(件/百面积)1pt Density / 100m² 中段 10分 桥梁(件/关)10pt Bridge Items 最高目标门槛 (Gate Lv)Target Gate Lv
O!Hole! L1–150
前段顺畅期Smooth early band
顺畅连吃Smooth Flow 1,740–2,440 50.6–51.5 43.3–46.7 4–8 Lv5–Lv6 (330–630 XP)
O!Hole! L151–200
面积放大、密度初降Area expands, density dips
开始局部跑空Early Sparse Patches 2,502 (大场景 3,684)(3,684 large) 39.9 (大场景 23.7)(23.7 large) 34.8 (大场景 23.5)(23.5 large) 6 Lv6 (630 XP · 余量降至 709)Lv6 (630 XP · buffer 709)
O!Hole! L201–250
1分变稀 + 目标跳级1pt drops + Gate jumps
卡手感显现Stalls Emerge 2,886 33.0 25.7 (-41%) 13.5 Lv7 (1,030 XP · 占64%关)Lv7 (1,030 XP · 64% of lvs)
O!Hole! L251–500
低密度 + 少桥梁 + 高门槛Low density + High gate
频繁停顿 / 升不动级Frequent Pauses & Stalls 2,940 25.4 (-50%) 18.0 (-60%) 7 Lv7–Lv8 (1,030–1,530 XP)
O!Hole! L901–1099
后期高门槛关段Late-game high gate band
目标过大 / 容错极低Oversized Gate Lock 2,968–3,304 19.7–27.2 12.2–20.1 9–20 Lv8–Lv9 (1,530–2,130 XP)
All in Hole (Holein.io)
核心竞品参照 1Competitor Benchmark 1
高密铺底 + 强中段跳板Dense Base + Strong Bridges 2,650 38.5+ 31.0+ 31 (4.4×) Lv6–Lv7 (≤1,030 XP)
Hole Star
核心竞品参照 2Competitor Benchmark 2
前4级解锁全图92%物件92% Board Unlocked by Lv4 2,400 36.0+ 29.5+ 28% 全图经验28% of board XP Lv5–Lv6

4 解决措施与后续难度规划(覆盖 L151+ 存量与 L1100+ 新关)4 Fix Plan & Future Difficulty Roadmap (Covering L151+ & L1100+)

既然体验问题从 L151 起就已出现,我们的修复方案已将 L151–250 一并纳入改造范围:先把全游道具尺寸与分值对齐,再对 L151+ 存量问题关定点修补,并在顺畅手感之上构建难度波峰。 Because flow issues start emerging at L151, our modification plan explicitly includes L151–250 alongside L251+ and L1000+: realigning global item sizes/scores first, applying surgical fixes across L151+ bottleneck levels, and layering challenge on top of fluid growth.

L151+ 存量修复与 1100+ 规范L151+ Fixes & 1100+ Rules
低中分偏大道具提分(全游生效)Global Mid-Tier Score Bump 228 82 个偏大 2分→4分、146 个偏大 4分→10分,同步覆盖 L151–250 与 L251+82 oversized 2pt→4pt & 146 oversized 4pt→10pt props applied across L151+
高分超标大件缩小(降门槛)Oversized High-Score Shrink 230 10/15/20/25分超标件在 Unity 内等比缩小并重导碰撞体,消除高门槛卡死10/15/20/25pt square props scaled down & re-exported in Unity, eliminating high-gate locks
L151–250 & L251–500 余量提升L151–250 & L251–500 XP Buffer 1,013 / 803 XP L151–250 中位余量 839→1,013 XP;L251–500 中位余量 554→745(叠单关处方后 803 XP)L151–250 buffer rises 839→1,013 XP; L251–500 rises 554→745 (803 XP after level fixes)
存量关卡逐关定点修补清单Surgical Level Fix Checklist 102 关 Levels 含 L151–250(22关)、L251–500(51关)、L901–1099(19关)及早段 10 关22 in L151–250, 51 in L251–500, 19 in L901–1099, plus 10 early target/bridge fixes

1 底层预制体“提分 + 缩小”候选改造(覆盖 L151+,先小批量验证)1 Global Prefab Score Bump & Size Shrink (Covering L151+, Small-Batch Verified First)

不动黑洞升级经验表(HoleLv),直接修正道具错位:将实际尺寸已达 Lv3–Lv5 的 228 个低中分道具提分(82 个 2分→4分、146 个 4分→10分);同时将外边角超标的 230 个高分大件在 Unity 中等比缩小并重导碰撞体(MinEatLevel)与物理唤醒等级(gravity_lv),使 10/15/20/25分 回归 ≤Lv5 / ≤Lv7 / ≤Lv8 / ≤Lv9。先在 6 个代表关小批量实机验证共用波及与手感,再全量铺开。 Without altering the HoleLv XP curve, we reclassify 228 oversized low/mid props (82 of 2pt→4pt, 146 of 4pt→10pt) and scale down 230 oversized high-score props in Unity with re-exported colliders (MinEatLevel) and synced physics wake-up levels (gravity_lv), validating on a 6-level small batch first before full rollout.

2 将 L151–250 纳入存量逐关定点修补(共 102 关完整清单)2 Include L151–250 in Surgical Level Fixes (102 Levels Total)

修正方案从原先仅修 251+ 扩展至 L151+ 全覆盖(按 228+230 清单重算补齐全部 <500 XP 关,共 102 关):① L151–250(22 关):对 14 个高门槛/低余量关替换超标目标或补 10分 桥梁,对 8 个大面积低密度关优先聚拢开局路线并补 1分 小件;② L251–500(51 关)与 L901–1099(19 关):逐关明确单一首选动作(降目标门槛或补 10分 跳板);③ L51–150(10 关) 仅对孤立低余量关微调,保持前段大盘稳定。 We expanded our surgical level checklist to 102 levels covering all <500 XP upgrade levels under the 228+230 list: (1) L151–250 (22 levels): target swaps / 10pt bridges on 14 tight-buffer levels, plus route clustering & 1pt filler on 8 large sparse maps; (2) L251–500 (51 levels) & L901–1099 (19 levels): explicit single recommended action per level; (3) L51–150 (10 levels): targeted adjustments only.

3 固化美术“按外边角取尺寸”与 1100+ 新关准入标准3 Outer-Corner Art Standard & 1100+ Production Guardrails

后续所有方形预制体统一按外边角对角线(外接圆直径)对齐黑洞洞口尺寸表;1100+ 新关制作按地图面积强制卡控 1–2分 铺底密度(≥30 件/百面积)、10分 中段桥梁(15–30 件/关)及目标门槛前经验余量(+800 ~ +1,100 XP),从源头杜绝大图跑空与卡级。 All future square prefabs are sized by their outer corner diagonal against the hole mouth table; new 1100+ levels enforce strict minimums for 1–2pt base density (≥30/100m²), 10pt bridges (15–30/level), and pre-gate XP buffer (+800 to +1,100 XP).

4 后续难度规划:在顺畅手感之上构建健康难度波峰(含普通+位置演进)4 Difficulty Roadmap: Layer Challenge Waves on Smooth Flow (With Normal+ Pacing Evolution)

优化基础体验绝不等于把关卡变简单。我们继续保持普通、普通+、困难、超难、休息的五档难度节奏,将挑战建立在限时紧迫感、细菌(障碍)走位博弈、目标空间分布与路线规划上;同时优化“普通+”在 10 关周期中的排布:L251–500 存量段保持 8 结尾为普通+,而从 L1000+ 新关起将普通+前移至 7 结尾(形成 x6 普通 → x7 普通+ → x8 普通缓冲攒连胜 → x9 困难/超难 → x0 休息),避免 x8 与 x9 背靠背连续两关高压卡人,兼顾商业化变现与长线留存。 Smoothing basic swallowing does not mean making levels easy. We maintain our 5-tier difficulty wave (Normal, Normal+, Hard, Super Hard, Rest), shifting challenge to timer pressure, hazard dodging, spatial target layout, and route planning—while refining Normal+ placement in our 10-level cycle: retaining tail-8 Normal+ in L251–500, and shifting Normal+ to tail-7 from L1000+ onward (x6 Normal → x7 Normal+ → x8 Normal breather → x9 Hard/Super Hard → x0 Rest) to prevent back-to-back x8→x9 choke points.