The problem with LBWY, apart from the length of its name, is that the player has to control and coordinate two characters at the same time, one with the keyboard, the dog, and the other, the spirit, with the mouse. To enable him to do this, the level must be calibrated to perfection.
In fact, many of the initial problems the level design gave us were due to the fact that the second character could move freely all over the screen and thus pass key points to solve the puzzle, making the gaming experience flat. The solutions adopted were to limit the spirit's movement with walls it couldn't cross and to tie it to the dog's movement so that it wouldn't be too far away in certain situations.
In the image below you can see the path the player should take interrupted by a blue stripe, this is the wall I mentioned above.
In general, the work on the level design was very limited by the movement of the spirit, so the result was to have fairly simple levels so as not to cause problems in the gaming experience.
The last task assigned to us by the Event Horizon School is to create a quest for Skyrim. At the moment I don't have much to tell you, except that in this mod of mine there will be an npc called Pippo who will try to sell you apples...