Suez writers digging into what made couch co-op platformers work
A small editorial team in Suez, Egypt studying level design from the golden era of shared-screen platforming, one level at a time.
Meet the TeamWhat We Stand For
No filler, no affiliate noise — just close reading of the levels that shaped a genre
We analyze checkpoint placement, camera behavior, and enemy pacing frame by frame instead of skimming through a game's surface-level features.
Every piece is written by people who grew up passing controllers back and forth, not by outsiders chasing trending keywords.
Our headlines describe what's actually inside the article — we'd rather earn a slow read than a fast click that leads nowhere.
We capture our own footage and stills for every breakdown so the analysis matches exactly what we're describing on screen.
We go past 'remember this game' and get into why a level's layout, timing, or split-screen logic actually worked or didn't.
New breakdowns go up on a steady schedule, so readers following a series don't wait months between installments.
How We Build Each Piece
From pitch to publish, here's what happens before a level design breakdown goes live
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1
Pick the Level
Our small team debates which co-op platformer stage deserves a closer look, favoring levels with interesting design choices over just the most famous titles.
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2
Replay and Document
We replay the section in local co-op, taking notes on checkpoint spacing, split-screen transitions, and how the level handles two players moving at different speeds.
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3
Cross-Check the Details
Before writing, we verify release dates, developer credits, and design details against interviews, manuals, and other documented sources to keep facts straight.
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4
Write and Publish
The breakdown gets drafted, edited by a second team member for clarity, and published with original screenshots pulled directly from our own playthrough.
The Blog in Numbers
A modest archive, built one level breakdown at a time from Suez, Egypt
What Readers Say
Their piece on split-screen camera tricks in old platformers made me go back and replay a game I hadn't touched in over a decade. Never thought about the level design that closely before.
I emailed them a question about checkpoint spacing in a fairly obscure title and got a thoughtful, detailed reply within a couple of days. That kind of attention is rare these days.
Most sites just list games with a screenshot and a paragraph. This one actually explains why a level worked, down to how the second player's screen scrolled. Genuinely different approach.
Found the site through a friend's link about co-op checkpoint design and ended up reading four articles in one sitting. Their breakdown of pacing in split-screen levels stuck with me.
The screenshots are always their own footage, not stock images pulled from somewhere else. Small detail but it shows they actually replay what they write about.
I appreciate that they cite where their facts come from instead of just repeating whatever's floating around online. Made me trust the site enough to keep coming back.