Turbine

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Developer Commentary (paraphrased)
T: So this is Turbine, and it's based on one of the earliest prototype levels, actually. One of the first layouts I built was this round level with a couple of paths out of the main area. It was all based around trying to create chokepoints.

S: I think you had a giant fan at one point, didn't you?

T: Yeah, that's why it's still called Turbine, actually, even though the fan is now missing.

S: It plays a lot better at this scale, though. I think this is about half the size it originally was, which was just a little bit too overwhelming for people, and also you ended up being away from the enemies quite a bit.

T: I also like how there's a "Caution" sticker on the ground, even though you can't fall off the edges.

S: Well you have to be cautious. Gotta give people that scare. I always enjoyed the aspect of this level the most, where there's just so many enemies at some point that it becomes absurd, but it's still fairly easy to deal with. It was a really great moment for me because people would freak out when they saw it happen - they would get surrounded, they would get mauled, but then they would defeat everything. It kind of works in line with the theme of the entire game, which is this sense of doing the impossible and overcoming ridiculous odds.

T: This is a level that has a nice sense of teaching you. So when you first play it, you're taught to get out of the middle of the level when all the enemies drop on you, but later you learn how to deal with it. So you come back to it with "veteran eyes" and know how to better handle threats.

J: Well, the game ultimately rewards you for playing more aggressively, doesn't it.

T: Mm.

S: Yeah, it's a central concept to the entire experience. It's very important to nail it down early on. It's also just... a simple level, I guess? Which is really nice at this early point throughout the game.