The most distinctive mechanic in Recombobulation is the distributed nature of the player character, the blob. It can move into and fight on multiple fronts at once. The level design needs to draw that out. So this level has corpses as bait in the center and mobs hiding behind doors in the outskirts. When the trap is sprung the blob will be forced to defend from all sides.
Setting up logic for triggering these events is pretty neat, too. I already have a tile map for defining regions. Now I’ve added some scenes—the white circles—that can be used to reference doors, mobs, or the tiles themselves. Then the level script ties everything together.