A crucial aspect of more linear levels is the flow, how the level itself flows and how the player flows through it. When designing the level layout I made an effort to always keep flow in mind to ensure not only that the player can get to end the of the level, but also that they enjoying doing so.
I also wanted progression through the physical space to get more difficult as the level goes on and I did this through the level design and movement. The way forward slowly moves away from walking forward in a straight line to having to weave in and out of spaces using different movement mechanics such as teleporting and climbing.
While combat and traversal puzzles in the level are restricted to specific areas or spaces environmental storytelling is sprinkled throughout the entirety of the level. Sometimes it is discreet, piles of trash to show that an area is not looked after or in a good state, other times it's a lot more bold, an ancient abandoned forge that the player must move through that shows that an age ago an ancient civilisation could mine the cliffs that modern technology cannot manage.
How the space has been designed in conjunction with combat is also important, both of the biggest combat encounters have been designed to ulitise the teleport mechanic to keep the encounters feeling dynamic.
The player uses a few different types of movement to progress through the level:
Walk/Run - A lot of the player movement boils down to moving on foot.
Jump - There are a couple of instances where the player must jump gaps to progress, adding some variation to the basic movement.
Climb - There are some climbing sections in the level to give the player small movement puzzles for them to work through in order to advance.
Teleport - The introduction of the teleport mechanic in combat offered me the opportunity to change up the level design to make the teleport mechanic essential to progression and movement through the level. To utilise this there are times in the level where the only way to move forward is for the player to teleport to an enemy on an otherwise unreachable platform.