Creator's Guide to DeathMarkersBanner Image

You've probably landed here because you are interested in using DeathMarkers to improve the gameplay/experience in the levels you create. Great! That's exactly what the mod was made to do.

As you (probably) know by now, this mod collects every player's deaths with a heck of a lot of information. With these statistics, you can find out more about how players experience your level and iron out any unintended unfair/blind jumps.

This stuff is not self-explanatory, though, which is why this document walks you through the interface(s) the mod offers to creators, as well as a guide on interpreting the data to make an impact on your level quality.

Table of contents

Last updated: Apr 18, 2025
For mod version: v1.0.1

  1. Table of contents
  2. Interface
  3. Upcoming
  4. General Tips

Interface

Death Marker button in the editor pause menu

In the editor's pause menu, you'll find a button on the bottom row with the death marker icon. When hitting it, the mod will load all available deaths from the loaded level. A popup will appear, telling you how many deaths were fetched.

Be wary, it uses the level's saved online ID, so if you copy a copied level, it only takes the original level ID and makes the deaths of the actual level you copied inaccessible. In such cases, only the creator of the level can view its deaths. (I can't do anything about this, it's how GD stores level IDs)

Demonstration of death markers in the editor of Deadlocked, with several groups indicating some of them being in close vicinity

Once loaded, you'll see every death rendered in your level, with some group circles highlighting stacks of deaths in close proximity. These groups include more or less deaths when you zoom out or in. They make it easier to see when many deaths lay on the exact same spot, and give you a sense of scale when many deaths occur in a small vicinity.

Upcoming

As of now, the mod only (but eagerly) tracks a lot of information about player deaths, but does not yet display it to creators. This is being actively worked on, but I want you to enjoy the benefits of seeing just death locations, as they are right now, first!

If you want to help make this whole dream a bit more of a reality, either by contributing directly or by helping iron out issues, be sure to take a look at the GitHub repository of the project.

General Tips

I am by no means a gameplay messiah, but the following are some tips for better gameplay I have picked up over time for creators. They intentionally do not use examples from real levels, in an attempt to provide tips that apply to a wider range of gameplay styles.

Bear in mind, every level you create is yours to make decisions about. GD levels are an art form, there is no right or wrong when building them. However, level creation is also a practice of game design, and game design focuses on making players have fun. To make a successful level, both aspects need to have significant thought put into them. The following are some tips in the "fun gameplay" angle of level creation.

Know how to handle gameplay issues. If true issues in gameplay are found, creators often try to deal with them by making it auto, adding more safeguards or adding jump indicators everywhere. This is often referred to as "babying the player" and frowned upon. To properly rectify issues in your level, you'll need to know what is causing the spike in deaths. As the creator of a level, this is difficult to figure out, as you know everything about the level. Players, however, do not. Thus, they are much more prone to die when the upcoming gameplay is hard to identify. This can be due to a number of reasons, but most commonly:

Do not take death markers too seriously. People dying to a particular spot may be due to a wide range of reasons, some out of your control. As of now, the mod does not have the right features to allow you to inspect possible reasons for a given high death count location (though it will in the future). Deaths may be due to anything. Use your best judgement for whether you want to address them or not. Most importantly: Listen to player feedback.

This section always open for discussion on the discord.

LEGAL STUFF
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This page does not collect any data.
As for the mod it promotes, see the GitHub repository.