Enhancing a Level with Small, Strategic Changes - Bendy and the Ink Machine
- dalynoliver
- May 7, 2024
- 5 min read
Updated: May 31, 2024
Bendy and the Ink Machine is a first person horror game in which the player explores the sprawling, desolate remains of Joey Drew Studios, a 1930s animation studio. Gameplay-wise, Bendy and the Ink Machine is quite simple. The game is a walking simulator with basic puzzles, combat sections, and stealth sections sprinkled throughout. Overall, the game doesn’t have a whole lot of mechanics to work with. Despite this, there are some small additions that the designers of the game could have made to elevate the gameplay of Bendy and the Ink Machine. These adjustments would not require the creation of more assets, models, or major level design changes, but would subtly improve player experience.
Level Summary
I will focus on my personal favorite chapter of the game, Chapter 4. The level begins with the player progressing through a collection of linear rooms. It’s standard gameplay until they enter a dark cavern and are tasked with repairing a bridge. This is where the first major mechanic of the chapter is introduced: the Ink Makers. To use an Ink Maker, the player has to locate a piece of ink and insert it into the machine. They then turn a dial to select an object. The machine will then dispense its selected object.

After solving a puzzle involving the Ink Maker, the player can progress onward. Eventually they enter a warehouse room which serves as a sort of hub for this level. The player is told the exit to the area is through a haunted house attraction, but they must power it before they can enter. By following the cords plugged into the haunted house, the player is led to a variety of challenges they must complete. The order the player does these challenges is linear, one challenge will open the door to the next.
The first challenge is a gauntlet of classic carnival games. The player must complete all three games to open the door to the next room. These games briefly alter the player’s controls to allow them to shoot a pistol, throw some balls, or hit a strongman game.

After this, all other challenges are the typical Bendy gameplay. There are two stealth rooms and one boss fight against Bertrum, the carousel monster. After each of these challenges, the player will return to the warehouse room to unlock the door to the next room.
After completing all the rooms and powering the haunted house, the player can step inside for the final sequence. They enter a short scene where they ride through the haunted house on a classic dark ride cart. The ride ends by starting a boss fight against Boris. The Ink Maker machine is re-introduced in this fight. Boris will occasionally drop ink, which can be used to create a wrench that the player can wield as a weapon. The player has to bait Boris into slamming against a wall, grab the dropped ink, exchange it for a wrench, and beat Boris until he is defeated.

Adjustments that Could be Made to Improve The Level
This chapter was my favorite of the game because it introduced new mechanics that added much needed variety to Bendy and The Ink Machine. The Ink Maker opens up new design opportunities for puzzles and combat and the carnival games are a welcome reprieve from the usual combat or stealth sections.
In suggesting the following adjustments, I want to push the aspects I love, while mitigating the repetitiveness that this game can fall into. I also want these adjustments to be low on development time and cost. These suggestions should not require any major changes in level design or the creation of any new assets.
Adjustment #1- Use the Carnival Games to Break Up Gameplay
One of the most unique gameplay moments in the entire game is the collection of carnival games the player is tasked to play. These are one of the few times where the game gives you a new item to interact with the world.
The three mini-games are stacked against each other: the player has to do one after the other. This was a missed opportunity because it would make for a much more dynamic and engaging experience if these mini-games were woven throughout the level. My suggestion would be to intersperse them between the following stealth challenges and boss fight. This would nicely break up the gameplay, and prevent the chapter from getting too monotonous.
The level design lends itself to this idea perfectly. In the latter half of the level, the player is constantly returning to the warehouse room, where the carnival games are. The enjoyment I got from these games could be spread out over a wider span of time. Doing this would also elevate the rest of this section, because it would allow the player to recalibrate after a challenge and prepare themselves for the next one.
Adjustment #2- Use the Ink Maker as more of a Through-line
Chapter 4 introduces one of my favorite mechanics in Bendy and the Ink Machine; the Ink Maker. At the start of the level, the player is tasked with using it to solve a puzzle. The Ink Maker is nowhere to be seen until the final boss of the chapter, where it is recontextualized into a tool to use against Boris. This unique mechanic is severely underused in the level, and if it was slotted into more areas it would make the entire chapter have more of an identity.
One unobtrusive area that they could use the Ink Maker is in the hub of this chapter, the warehouse. This is where the player is tasked with playing those carnival games. It could be as simple as having the player use it to create the gun for the target game.
Perhaps the Ink maker could be a part of the mid-chapter boss fight against Bertrum. During the boss fight, the player is given the axe because Bertrum destroys a box. It would be more thematically appropriate for this chapter if the player has to create their ax using an Ink Maker. This would also foreshadow the final boss fight, in which the player uses the Ink Maker against Boris.
Spreading the Ink Maker mechanic more throughout the level could give the chapter a more distinct gameplay theme. It would remind the player of the mechanic, preparing them for the bossfight. This would also allow the bossfight to feel like much more of a payoff because the player would be more familiar with the Ink Maker.
Adjustment #3- Reuse Mechanics in New Ways
Admittedly, this may be more difficult to add than my other suggestions. Chapter 4 has the player interact with the carnival games only once, and in one context. It should be simple to include the mechanics of the carnival games in new and different ways. Here’s my proposition:
When the player enters the haunted house, they are treated to an on-rails section where they ride the dark ride and listen to story exposition. It would be interesting if instead, they are given the gun from the target shooting minigame, and then go on the on-rails section. Then the player would have to shoot targets while riding the ride. This would also tie in with the chapter’s theme of amusement parks and be a fun callback to an earlier part of the level.
They made the point and shoot mechanic for the carnival game. They made the on rails section which includes no gameplay other than looking around. By combining those two finished mechanics, they could have an iconic moment that would really elevate the entire chapter. This is pure speculation, but I think it wouldn’t be too taxing to create an on rails shooting section because they already included the core mechanics elsewhere in the level. They just have to combine them.
Chapter 4 was the highlight of Bendy and The Ink Machine because it was a breath of fresh air from the usual gameplay. The interesting new mechanics gave this chapter its own identity and feel. With just a few strategic adjustments, this chapter could have been elevated even further. Even with constraints on assets and mechanics, small design adjustments can drastically improve the player experience.
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