Levels¶
Distracted! isn't a fixed campaign. It's an endless, escalating pool of levels. Each one is the same core loop on a different map, so the interesting differences are theme, task, and difficulty, not the rules.
What a level is¶
A playable level is a map paired with an NPC difficulty. There are 14 maps, each in an Easy, Medium and Hard version: 42 levels in all.
- The map provides the theme, the layout, and the task: collect 3 + 2 per player items and get them delivered. Some maps add a delivery twist.
- The NPC difficulty decides which distractors can spawn, and how far they can see you on outdoor maps:
| Difficulty | Distractor tiers | Outdoor detection range |
|---|---|---|
| Easy | Basic + Slow | ×2 |
| Medium | Slow + Elite (no Basic) | ×3 |
| Hard | Slow + Elite + Boss (max one Slow) | ×4, and the meter fills 20% faster |
Mission types¶
Every map belongs to one of four mission types:
| Type | What you do |
|---|---|
| Collectors | Find the items and carry them to the drop zone. |
| Hunters | Deliver by hitting a target: stop the moving bar in the zone three times to land each shot. |
| Adventurers | Get the items home through a traversal challenge: parkour, a chasm, ziplines, a pole to build and slide down. |
| Memorizers | Sort the items: each colour goes to its own chest. |
The 14 maps¶
| # | Map | Type | The task |
|---|---|---|---|
| 1 | Tutorial Office | Collectors | Bring the logs to the fire. The gentlest level in the game. |
| 2 | Office — Pressure Rises | Collectors | The same office, a harder task: feed the dog. |
| 3 | Construction Site | Collectors | Toolboxes to the car. |
| 4 | Construction — Heavy | Collectors | Hard hats back to the lockers. |
| 5 | Forest Camp | Hunters | Shoot arrows into the bullseye. |
| 6 | Forest Camp 2 | Adventurers | Bring the bows to the archery range, across a chasm on moving platforms. |
| 7 | Forest Camp 3 | Hunters | Archery again, with parkour on the way. |
| 8 | Middle East — Vase Run | Adventurers | Parkour your way up to the fountain to deliver, then ride the zipline back. |
| 9 | Middle East — Water Run | Adventurers | Fill the bottles at the fountain and deliver them to the lake, zipline included. |
| 10 | Office — Throwing Range | Hunters | Throw ninja stars at the target. |
| 11 | Desert Bazaar — Scorpion Hunt | Collectors | Round up scorpions for the food stand. |
| 12 | Construction — Fire Pole | Adventurers | Build the fire pole from pipe sections, then slide down it. |
| 13 | Towers — Colour Sort | Memorizers | Eight towers over a lake: sort the gems into matching chests, ziplines between towers. |
| 14 | Pirate Island | Memorizers | The towers again, plus a pirate island with parkour and wading. |
A floating neon arrow always marks the delivery point that is active right now, which matters on the maps with more than one.
How a run is put together¶
The level number you see is your position in the current run, not the map number. Your first level is always "Level 1", whatever map it is.
- New players get a tour. The first levels of a new player's run introduce each mission type on its gentlest map (the Tutorial Office, the Towers, the Throwing Range, the Fire Pole), all on Easy. Once your team has seen every type, runs skip the tour and ramp up faster.
- Rising difficulty — the "Saw". After that, tension rises across the run, then drops whenever a new mechanic appears (so you learn it somewhere safe) before climbing again. As you go deeper, the distractor count plateaus (max 4 at once) and the pressure shifts to tougher NPC types. See Waves.
- Hard is earned. You never get a Hard level before Level 8. Level 8 is Hard only if your team cleared Level 7 with 30 seconds or more left on the clock; otherwise the first Hard level is Level 12.
Because the pool is large and tuned from real play data, no two runs play quite the same.