Always include at least one vertical path (ladder) connecting the ground floor to upper areas.
Ensure all gold is reachable. Gold on a platform needs a ladder/rope leading to it, or a diggable path.
Player and guard spawn points must be on EMPTY tiles with support (on ground floor or on a platform).
Don't spawn guards and player on the same tile or directly adjacent — the post-spawn freeze is short.
Use SOLID (5) for floors/walls that should never be broken. Use BRICK (1) for surfaces the player should be able to dig through.
Ropes are great for horizontal traversal across gaps but remember: player cannot dig from a rope.
Consider guard patrol paths — guards on isolated platforms with no ladder access to the player create dead zones. Guards are most interesting when they can reach the player but the player has escape options.
Common Patterns
Vault: Gold surrounded by BRICK next to SOLID pillars — player must dig the BRICK to access gold, but can't dig through the SOLID.
Staircase: Ascending platforms with ladders, natural left-to-right progression.
Rope bridge: Long rope spanning a gap, good for tension since player can't dig while hanging.
Trap corridor: Narrow brick hallway where digging a hole can trap a pursuing guard.
Multi-floor maze: Several floors connected by ladders at the edges, with ropes as shortcuts.
Testing Checklist
All gold is reachable by the player
Player spawn has support and is not inside a wall
Guard spawns have support and are not inside walls
Row 0 has no BRICK/SOLID/GOLD tiles (HUD visibility)
Row 14 is all SOLID (or intentionally has gaps for advanced design)
At least one ladder connects to upper areas
The level is completable (player can collect all gold and survive)
Guard positions create interesting tension without making the level impossible