I was thinking to have a "level" state, which is an abstract class, and to create a child class for each different level (and perhaps the child class also inherits the game state class, I'll figure that out once I get to coding).
So the flow of the game states would look something like this:
Enter menu state Push game state Push first level state Pop first level state Push second level state Pop second level state // etc... Pop game state Pop menu state
I know that this will work, but how is this compared to, for example, how a AAA game would manage a campaign?