Need Creative Ideas About Level Design- No Skill Required

I am making a game where four cubes need to work together to defeat the evil cylinders. Each cube has its own ability to fight off the cylinders, and my friend suggested that we create objects that the only certain cubes can interact with, so that they have to work through the level TOGETHER!! So the Red cube has a flamethrower, and I created an object that flashes red (so the players know only Red can interact with it) and when Red uses its flamethrower on it, it burns. This is used as a wall that only Red can help the team get past. But I need some objects that the other characters can individually interact with similar to how only Red can interact with the flamable wall. These have to be able to be implemented into a level (like perhaps a switch or a bridge only one player can walk on) and have to have something to do with the players ability.

Blue’s ability is a high powered water gun. Green’s ability is the ability to shoot spheres at the cylinders (kinda like a Nerf cannon) and Yellow’s ability is a yellow shield that is made up of pure energy.

I will take any number of ideas you guys give to me. Feel free to vote on ones that you think are cool! Thanks!

I will absolutely not give you ideas - that implies doing your design work for you. You’re half done, and half done well. Now, for your next step.

You’ve defined the first-order mechanics of your game. Red does X, Blue does Y, Green does Z, yellow does A. Your new task is figuring out synergies and disjunctions of mechanics. Synergies are when some mechanics work together. Disjunctions are when they interfere.

You should also consider second-order mechanics, or things in the game world that alter how your first-order mechanics work. Perhaps there is a hallway that causes Red’s X to have the opposite effect of normal?

Also a second order effect are the enemies themselves. Not only do they interact with the player, they should interact with other enemies and the world. Perhaps Green’s Z causes certain enemy types to hinder enemy progress in some other way; maybe, Blue’s Y causes an enemy type’s behavior to change somehow.

You’ve got work to do, but now that you have second-order mechanics under your belt, you should have an easier time of it. Get sluggin’.

This isn’t appropriate for Works in Progress, since you have nothing to show yet; see the rules.

–Eric