Level Design.  
Level design is relatively simple:  Four Worlds consisting of three zones each, and a final dungeon that caps off the whole game.  It seems small, it seems big, there are multiple ways of looking at it. 
WEST:
I'm going to start designing the West first.  It consists of these three zones: 
1. The City - This will be the first level I design after the initial Chamber of Winds hub.  I have an idea how I'm going to do it and the original game started here, so I decided to stay with tradition.  The city won't be too large, but there will be a number of things you can do there:  fight rhino monsters, talk with stray flies and the Monkey Trader, and discover treasure and some clues to who the Forgetter is.  The end of this level will see u on the rooftops as you face the rhino boss and solve his problem.  
2. Hippo Town - Hippo Town sounds pleasant, which it is, but there is also sadness here.  You have to discover their secret.  At the center of Hippo Town is a large Castle, and that is your third destination.  
3.The Castle - Inside the Castle, you will meet the royal court and the Princess Iguana, a majestic reptile the legends tell of. 
 
NORTH:
North is the second area I'm going with, and it's a lot more barren and wilderness than the other areas.  There's a quiet here, unmistakeable.  But there's also monsters to kill!  ARG!
1.Snowfield - First you will encounter the majestic snowfield, which is easy to get lost in.  There will be a lot of whiteness here, snow, fog, cloudy skies, and a bit of a puzzle. 
2.The Blue Forest - Then you will come to the Blue Forest, inhabited by a bunch of kobolds who are sometimes nice, and sometimes not.  
3. The Mountain.  - Finally, you must brave the mountain.  Atop here is the Wind you must fight. 
 
SOUTH:
1. Desert Canyon:  Welcome to the desert, yo.  Blinding light and wind, yeah!
2. The Cave:  Only the bravest enter... and only the strongest exit. 
3.  Goat Town:  What is goat town, and what does it have to do with the Southern Wind?
 
EAST:
1. The Caravan -  Heading East will lead you to a caravan of nomad giraffes heading West as they escape rumors of an evil wizard to the East. 
2. The Swamp -  The Swamp. 
3. The Wizard's Tower:  What lies at the top????
 
Then there's the final dungeon.  These levels aren't big, but I will try to fill them with activity.