The first part of the process was designing enemies. We had one enemy that moved one space toward the player each turn (using the A* pathfinding algorithm) and attacked one space in front of it, and we immediately knew that we could take that one step further by creating an enemy that shot a beam to each tile in front of it rather than just one. The next step involved creating the terrain, starting with movable sandy land and then progressing to non-movable mountainous land. We also introduced chasms, which acted like the ocean at the grid edges but were located within the land. The levels are intended to showcase each enemy and land type individually, gradually integrating new mechanics with previously introduced ones. We thoroughly tested each level to ensure validity and multiple potential solutions.