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In addition to the other answers, you could let the player be stranded on the far side of the trip temporarily: if they try to go back, they will start at the cliff to make it clear that they can't. Then let them find a different way back via plot or exploration, and/or let them find/earn jump boots or jetpack or whatever to get back the way they came (e.g. ...


6

There are multiple ways to solve this. If you want to include said long drops and other one-way obstacles, that should be factored in possibly as a feature. The Legend of Zelda series often uses these to prevent the player from missing or giving up on important rooms of the dungeon. A simple solution is to allow the player to use an item they obtain later ...


3

Here is an idea: You can create one-way paths, with a little tweak. If the player enters the path from "Site 2" he should see everything mirrored. This way, if he starts from Site 1 he can go to Site 2 as level was designed, but he can't change his mind mid way and return to Site 1. Of course when he reaches Side 2, he can come all the way back to Site 1, ...



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