Designing a game with fast movement is hard. The faster the character moves, the faster they traverse through levels. Play-time is fleeting, and nobody wants to buy a game with only a few minutes' worth of content. But creating large enough maps to turn a few minutes of gameplay into a few hours is expensive, even triple-A studios struggle with building large enough maps for fast-paced games. So how will I, an solo indie dev working on a movement-based game, turn my prototype into a complete game experience that lasts for at least a couple of hours? In this devlog, we dive into my level design process and explore how to tackle this challenge.