Longplay
I think the best designed parts of my game were in the characters, specifically their move set & general movement. Because of this most of my level design was focused around getting the player to engage with the strongest part of the game, the movement. Though I am very happy with how that aspect turned out I wish I had put some more work into enemies & AI, I chose to focus more on platforming instead of combat (and I do still have some combat) I think having a bigger variety of enemies with the same depth in their move sets as the players would really add a lot of depth and also some pacing changes.
I had a pretty big scope for this project but I kept it pretty open ended, initially I was planning on doing a lot more than 3 levels but as I progressed, the amount of detail I wanted to add to each level required me to stick to about 3 for the time frame, though originally I had 4 planned. Although I did have to scrap a level I think I did pretty well in terms of scope and time frame; I had a big scope and plan but I think I delivered.
The biggest difficulty with testing in accessibility, meaning that people who picked the game up struggled to control the character, from my knowledge and seeing people who learned the controls play the game is drastically different from players who were struggling. This means I have an issue with tutorialization, which can be an issue with early playtesting as tutorials aren't typically what you create first.
I definitely learned a lot about blueprinting and the workflow of building out a level and a game. This is my second large scale project with blueprinting, meaning I am quite new to it though I am fairly solid with programming logic/ fundamentals. I am quite proud of the work I've done with blueprinting over this quarter though that doesn't mean there isn't some sloppy scripting in here. I hope to further flesh out this project but even if I don't I can still take a lot of what I learned here into my next project. If I were to do this again I might also start bigger, in terms of the levels, doing a coarse blockout then filling in the fine details later, I do think the way I built my levels worked but I feel I could be more efficient and plan better if I had planned out my levels more first.
My mindset for this project was kind of to get it done by any means, I put a lot of time into this and I think it shows. When I had issues, I would look them up and debug until it worked. One person I did reach out to for help a few times was my friend who is studying computer science. He doesn't know unreal or game dev but he helped me with some calculus (something I never learned) I that I needed for my games. I would like to work with more technical people in the future but I would also like to learn more computer science myself.