Repulsors in Level Design
- ajaxanderson13
- Sep 26
- 1 min read
Repulsors are the opposite of attractors in the level design. They are powerful motivators that get players to leave or avoid an area.
Repulsors can be geometry, mechanics, or even art.
Unpleasant Geometry

Geometry can create feelings of tension and uneasiness in players. Spaces that are claustrophobic, dark, and with limited sightlines create these feelings. Players don't know what might be lurking just out of sight and seek to exit these spaces as quickly as possible.
Hazards

Hazards provide negative feedback (like damage) to players when they get too close, which causes players to avoid these spaces unless pushed by other factors.
Annoying Enemies

Players will go out of their way to avoid annoying enemies. These are enemies that are difficult to kill, often highly evasive, and there are usually many of them.
Highly Dangerous Enemies

Players will also go out of their way to avoid enemies that they perceive to be highly dangerous.
Spiders?!?

Players may also attempt to avoid things they consider to be grotesque. This could include things like grisly environment art or creatures that naturally make humans uncomfortable like spiders, centipedes, rats, and roaches.

Repulsors can be a significant source of friction for players, but this is worthwhile as players feel an incredible sense of relief when they escape from these challenges.
As a player, what's a repulsor you avoid at all costs?
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