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Pick an activity or skill
Start easy
Introduce variations
Increase difficulty
Ease off a little near the end
Reward the player. Hide things; cubes, routes, secret area (s), bonus items.
If you want to friend me, I can give you some pointers. :)
The first room strongly appealed to me, I really like those kind of jumping/placing challenges.
The rest of the level was a bit too unchallenging in my opinion. There was always only one possible thing to do, nothing to figure out.
And was I supposed to keep the purple cube? It seemed like the rest of the level was designed to be beaten without the purple cube.
The only thing you might consider is the difference between a level that is harder and one that is more challenging. This level is harder, because the jumps are more difficult, but you might think about ways to make the player figure out puzzles that are more complex. It is all about teaching skills, practicing them, and then adding complexity. That provides challenge; that really engages the player and helps them grow. That is the recipe for fun! :)
I really have to do the rubble field in a level ... it is so wonderful to see what a natural you are at building. When your gameplay matches your building skills, you will be unsurpassed in the workshop.