What did you like about my level?
I will make more puzzle-like situations for players as they seem to like it as well as rearranging enemies.
What was not working?
From the responses Ill move spitters up onto platforms and also add platforms. I’ll also try to make it more aesthetically pleasing by realigning the flooring and walls so that they look a bit better.
What could I do better?
- Doesn't hurt to throw in some platforming, too”
For my second version, I will definitely add objects into the level for it to look and appear like a jungle. I will also increase the speed of most of the enemies to even catch the player. Also, increase health and add varying sizes of enemies. I will also try to add more boxes to the bottom level to try to make it more interesting.
Difficulty?
I am sure that increasing the speed and adding more puzzles to the level will help increase the difficulty.
Was the critical path obvious?
It looks like I will be needing to make it more easy or so for players to find there way through the use of text boxes and probably making a flow of the level design itself to guide players through it.
How was the overall flow?
To create a better flow I’ll add more difficult enemies at the player progresses by increasing the speed and damage and also add bigger sized enemies.
Were there circulation elements?
I’ll try to make circulation a lot more noticeable by having players going back and forth a little more to help it be a part of my level.
Was it obvious where players were supposed to go?
Again here I will adjust the flow of the level so it is more clear as to where the player should go.
Any questions and/or comments?
- Adding some story, world building, or aesthetics can really drive my interest in why I should care about going through this underground section, then outside, etc (even just a little bit)”
I feel that if I am to create some trees and other objects to place around my level it will help players to be more immersed and actually have a clear idea of where they are.
What did you like about my level?
Tristin Rond: The difficulty was easy and I enjoyed how you introduced the new mechanics.
Mikel S. Ramirez: Definitely the level variation that you added as you provided 2 alternative paths that the player could go through, yet learn the same mechanics.
Marc Billones: I liked how you added the platform tutorial in the beginning and the text.
From what it sounds like I did an overall good job by the tutorial, mechanics, and giving players an alternate path.
What was not working?
Tristin Rond: My run was on the right path, the checkpoint didn't trigger green to indicate activation.
Mikel S. Ramirez: Everything worked perfectly on my playtesting session, but I would recommend making the first platmform a bit shorter for 10 seconds feels like quite the wait for an activation switch.
Marc Billones:
I do agree that the 10-second wait was a bit too much so that would definitely be something that I would change. Additionally, I will need to look at the checkpoint and set it up so that it triggers an indication that the checkpoint has been activated.
What could I do better?
Tristin Rond: I would have liked to see some intersection between the 2 sides so the player is allowed to see the whole level instead of being blocked off due to the first choice introduced.
Mikel S. Ramirez: Perhaps make the level just a bit longer, and introduce things like multiple switches and/or teleportation
Marc Billones: It was kind of linear.
I should have added height to my play-test so players are not stuck on the linear path up in the air. Might as well as use the space below it too. Additionally, it does seem that I do block the whole one side opposite to the side that the player chooses to follow, but both sides teach the same mechanics. The only difference is the design itself. Teleportation would have also been a good addition to the level to get players into that as well.
Difficulty
Tristin Rond: Easy
Mikel S. Ramirez: Somewhat Easy
Marc Billones: Somewhat Easy
From player feedback, it is exactly what I wanted it to be, easy.
Was the critical path obvious?
Tristin Rond: Yes the path was abundantly obvious. Perhaps too much for the player, but they are able to see whats up to come until the end of the level.
Mikel S. Ramirez: Yeah, and with some variety it was great.
Marc Billones: Yes
Again same here, but I probably make more walls to keep the player from seeing to far ahead.
How was the overall flow?
Tristin Rond: The level flowed well.
Mikel S. Ramirez: Smooth like butter, never felt like I was lost and even tried out both routes once I realized that they meet at the end.
Marc Billones: It was pretty nice, it wasn't too difficult and didn't really require any skill.
Were there circulation elements?
Tristin Rond: Not really, the level is built linearly and the player doesn't have much movement space.
Mikel S. Ramirez: I think the level was more of a straight line, but the ideal of replayability that comes with the 2 different routes is what counts as the element of circulation.
Marc Billones: Besides the path, no.
I’m glad the players took notice of the two paths, but I should have opened the level a little more so that they could go back through the other side so it could have felt more of a circulation element. Additionally, probably add important objectives on the opposing sides for each side so that the whole level is explored.
Was it obvious where players were supposed to go?
Tristin Rond: Yes.
Mikel S. Ramirez: Yep, as stated above the critical path was pretty obvious.
Marc Billones: Yes.
Any questions and/or comments?
Tristin Rond: I think a closed layout with more movement space is more appropriate for the character controller we were given. I did enjoy the level though, well done.
Mikel S. Ramirez: lots of respect for that idea of multiple routes. It reminds me of crash bandicoot level 1, so I love your level.
Marc Billones: Love the choice you give players.
What went right?
From the playtest reviews it sounds like it came out as a good tutorial or first level. From the paths to the simple design.
What went wrong?
I can agree that there needs to be a way to either teleport or kill the player almost immediately if they fall off of the path, but I will keep the pathway up in the air because it is the way I intend it to be.
How might you improve your maze next time?
I do plan on expanding the level so that the player spends more time immersing themselves as Tristin stated. Teleporters would definitely be a very important item to have because it will end the level when the player reaches the end.
Were the challenges presented appropriately to the skill level of the player?
The tutorial level is meant to be easy and not hard. Easy and instructs the player how to play.
Was the critical path obvious?
I can see the conflict in the responses because yes there is not an end goal of the tutorial level, but the paths did lead somewhere. Which is meant to be the end.
How was the overall flow?
The level does need to be lengthed and expanded upon with the current design.
Were there circulation elements?
I might need to add more circulation elements along with my design by adding complexity by using hight as well.
Was it obvious where players were supposed to go?
The text does need to be added as it is a tutorial level so adding that it should definitely remove a lot of the confusion and questions.
Any questions and/or comments?
I will definitely expand on the sky maze with adding platform segments, such as moving blocks to add to the complexity and immersion.
What did you like about my level?
Tyler - “The theme matched well overall and concepts were really good such as the idea of having long areas where you can oil slide across for long periods.”
Adam - “The level used some aspects of the given weapons, environment had reasons to use them.”
Mary - “Very busy in a good way I like all the creativity”
Matt - “It was painful”
Tristin - “It fit the jungle theme well, however some enemies failed to pose a threat to me.”
From this information, I can understand what I did well on and not have to worry about improving but also adapting to what needs to be fixed. A lot of the test players enjoyed the overall theme so the background and blocks used were a good choice to create a jungle theme.
What was not working?
Tyler - “The number of projectile enemies that stopped your oil slide. Before obtaining the tornado there is a small death pit and afterwards there is a larger drop. The small death pit tells players to be hesitant about falls and is not consistent with the rest of the level.
There were no parts where the tornado felt useful to use or mandatory to progress. More of a "for funsies" ability than a tool that was skillgated.
Why is there a squid in the jungle?
The methats at the start of the level are poorly positioned. I would suggest making them either on the same block as the player is standing or a couple of blocks above. Being one block above triggers them to attack the player in a way you cannot dodge, but you cannot hit them unless you do a precise micro jump which is hard to do on controller.”
Adam - “you did not need the weapons and could skip them.”
Mary - “everything worked but im not very good”
Matt - “Nothing was not working”
Tristin - “Some areas were unneeded and skipped.”
From what I have gathered I’ll need to redesign certain aspects of the level to utilize the powerups so that players feel like they truly need the powerups in order to win. Additionally, some enemies need to be moved in order for players to be able to attack them, but they could have used MegaMan’s charged attack to take out some of the harder to hit enemies.
What could I do better?
Tyler - “Make more sections like the oil slick sliding area to get the tornado. That felt really cool sliding into enemies and killing them off. If you had a long section with jumping up and down on long straightaways that would feel really cinematic. Also include sections where you need the tornado to get up high enough.”
Adam - “put a bit more healing in the middle pickitman is a difficult enemy…”
Mary - “i want a safe space”
Tristin - “Provide skill checks where it is necessary to use one of the weapons in a specific way.”
Powerups seem to be a major need of change for them to be forced on the player to use or feel more inclined to use them. Additionally changing the terrain to make the oil slick powerup more fun or enjoyable to use.
Was the critical path obvious?
Tyler - “Yes”
Adam - “yes, it was straight”
Mary - “Yes”
Matt - “Yes”
Tristin - “Yes”
No change needed.
How was the overall flow?
Tyler - “Overall flow felt very hard to judge. I was able to just run past most of the enemies because of the surplus of health kits”
Adam - “decent, there were no sections that were too hard or too easy”
Mary - “Yes - made sense”
Matt - “Smooth”
Tristin - “Fast”
I might need to change the number of health kits, but I’ll take a look at it. It would definitely force players to engage enemies instead of running through and getting a health kit.
Were there circulation elements?
Tyler - “Not really.”
Adam - “there were not many branching paths.”
Matt - “Yes”
Tristin - “No”
This is a bit mixed and I can see both sides. I have planned to make a very distinct choice of paths that will either lead up or down into two different sections of the level. How there are some yes’s to this question is that there are paths to pick from in a section of itself and I believe this is where the divide in answers comes from.
Was it obvious where players were supposed to go?
Tyler - “Yes”
Adam - “yes, it was a semi straight line.”
Mary - “yes”
Matt - “Yes, except for check points”
Tristin - “Yes”
I meant to sort of hide the checkpoints in order to reward players checking places behind them that did not continue on the way to the end of the level.
Any questions and/or comments?
Tyler - “See "Not Working"”
Adam - “not really.”
Mary - “i liked the colors”
Tristin - “Easy to speedrun, only 1 minute 30 first run.”
From Tristin’s comment, I do agree with this and that I need to increase the length of my level by adding more sections to it. Which including that choice of a path should definitely help with that.
What went right?
The look of the level had greatly improved since the first design. I filled in the ground instead of leaving it as a single block platform. I extended the length of the level in order to make it last longer. Additionally, I added large health items along with more checkpoints. The timing of certain enemies was improved to help with the chances of the player being attacked. For example, the bomb enemy hit the ground pretty close to the player instead of the first version where the bomb was kinda useless. Additionally, the level itself was improved in that all viewable sections had a backdrop.
What went wrong?
The enemies did not force the player to combat them. Instead the player could take the damage and slide through moving onto the next section reaching the next available checkpoint without dying. The fire monster was a bit slow to the player, but a first-time player would more than likely get hit.
How might you improve your level next time?
Make it so that the player needs to defeat certain enemies because it seems that a player can just run through and not have to worry about defeating them. I think a solution to this would be to remove some of the checkpoints in order to force the player to take a slower approach because they should not expect that they will make it to another checkpoint before their health bar reaches zero.
Were the challenges presented appropriately to the skill level of the player?
I would say yes for it being a beginner’s level and a tutorial level. I included certain designs in the level that I though fully utilized some of the allowed MegaMan abilities. For example, the MegaMan slide which allowed the player to grab a large health item that was placed in a single block height tunnel.
Was the critical path obvious?
I would definitely say yes. I made one path for the most part besides a long platform that separated the top and the bottom to have players to explore areas of finding alternate paths that may contain fewer enemies as a reward for taking the time to jump up to the platform.
How was the overall flow?
The flow seemed pretty good because a player can almost fully speed run the level which was not intended. I can say on some of the blocks trying to jump to others a few of the sections were a little tough because of the ceiling, but other than that it worked pretty well how the design of the level came out.
Were there circulation elements?
Yes for the one section that offered a platform above some of the enemies to safely pass by but still encounter a few enemies, but the path led the player to the same spot that the other path leads to, just had more enemies though.
Was it obvious where players were supposed to go?
Yes because the overall level was not cluttered with different kinds of terrain that would confuse the player. The path of the level moved in one direction only changing when the player went underground.
What went right?
Ryan - Checkpoint is good reward for effort.
Joshua - Liked different paths, circulation element, appropriate starting level, fair level.
What went wrong?
Ryan - Falling enemy bomb needs work, its timing is weird. Overall level is short. Starting spike enemy is not needed.
Matt - Starting scene needed the three blocks removed. Need to add a texture for the sky because character can reach the end of the height of the block level and see into emptiness. Enemies are not uniformed. Starting level should have a testing room. Lower starting platform and one next to it up one. Slide demo is not helpful, looks messy. Little spike monster not an obstacle. One megapack should replace the two smaller ones. Bomb falling enemy is not in a good position. Shave off two blocks of the second ladder/wall. Instead of little hp packs use big ones in the end Maybe add small ones in the beginning.
Joshua - Add more enemies.
Negus - Change layout of platforms. Tutorial level needs easier enemies. He could not tell on some platforms from the background.
How might you improve your level next time?
-Add more enemies that belong together and not add too many of a huge variation of them.
-Clean up the overall look of the level so there are not just some odd flying blocks and that maybe they have something holding them up.
-Add skyboxes so it does not look odd to someone when they reach the top of the level.
-Add in some sort of tutorial starting enemies so as to get the player a feel for the level.
-Adjust any of the enemies that have any kind of timing that is off. So that they do not miss their target or are much less likely to miss their target.
Were the challenges presented appropriate to the skill level of the player?
Yes and no, Joshua said the level was fair, but Negus said that there needed to be easier enemies for the start of the level.
Was the critical path obvious?
Yes, the level followed in a linear path, but did have some varying platforms to climb and jump to.
How was the overall flow?
There were two instances that seemed to take some players a few tries to get past but other than that they were able to move through the level quite all right.
Were there circulation elements?
Yes, two levels of paths that both led to the same next section.
Was it obvious where players were supposed to go?
Yes, as it all followed one way of moving to the right.
I had Matt play my version three of my level. He chose to play as a warrior this time around. Everything that went right was the layout that was perfect for the theme of the design. Prison breakout was the theme that we had to model our designs after.
What needed to be worked on was the item placement. For example, Matt said the item chest on the stairway was odd, which I agree would have been better if it was in a room or a leveled area in general. My idea of the placement of the chest was that it was placed within the wall but still visible. I also should have listed checkpoints and additionally, the stairway checkpoint was considered an issue by Matt because with the boss running after the player they could potentially become spawn trapped.
I feel like the game went quite smoothly other than that I am not experienced as a Dungeon Master. I do wish I was able to have someone else play the level as well. So that I could get additional feedback and it would have been more enjoyable likely. Matt informed me that he enjoyed the placement of enemies and how the goal was to escape the dungeon while being chased by the boss and his minions.
I feel like Matt was clearly able to find his way around the level though it was a path that did not offer additional paths but rooms to enter. Additionally, I believe he knew what to do because of the setting. He started in a locked room deep within the lair. Though I did not really explain the mechanics as well as I could. I was revealing the mechanics as he went along, which in my opinion was not a bad choice maybe because his character does not know how the lair works maybe?
I feel like the map has come along way from the first version to the one it is now. I find it to be very versatile because I was able to configure the map to the change of the theme we needed to involve.
I had Hunter and Matt play my level. Hunter played as a warrior and Matt played as a mage.
So there was a lot of improvement from the first version of my level. The corner was rounded and made into a stairway. Additionally, players were able to progress much faster than the last time.
The enemies were kind of easy to beat because their stats were not strong enough. So more enemies were recommended by Matt who had said from my first version of my game that I needed to lessen the amount and or change the stats. So I still have some balancing to do on the stats and placement of enemies.
Adding additional spots for enemies should help improve the map. It was suggested by Hunter that I shrink some of the larger rooms because they were just kinda empty.
I would like to believe that the challenges were appropriate but should have increased the difficulty as they progressed. The critical path was pretty obvious because really there was only one path. The mechanics of the game could always be improved, though, for the most part, they understood the map. The only thing was that they did not exactly understand the symbols for the doors. A few of them blended into the walls so maybe I need to color code the doors.
For my simple DnD map, I had Matt and Alex play my level while I was the DM. Matt played as a mage and Alex played as a warrior. To start off Matt and Alex were not met with immediate danger right off the back but a large cavern with support pillars. Matt personally enjoyed the layout of how the level was designed. He also enjoyed where the enemies were placed behind certain parts of the map. For example, there was a swarm that was held behind two doors that went down a long walkway and rounded a corner to the final boss room. Alex had found that the placement of the loot or items in closed-off locations as a good part of the fun. Some of these items were placed well before anywhere that would be considerably useful which gave them time to plan what they wanted to use those items for.
For what went wrong or could be improved would be that the map was considered too linear, but Alex noted that the secret passageway helped to open the map a bit more. Alex also stated that there should have been more room for items to be found and more items. The overall map was considered small, which I would not argue with, because agreeably the level would be a quick one if it was played in real-time instead of a turn-based strategy. The pointy corner did not make sense, it just looked too weird to Matt. Matt also said I should have included a legend about certain aspects of the map so players could make sense of the objects and structures of the map. Such as the low walls. Matt and Alex did not understand that the low walls were for protection against projectiles and only projectiles. They also assumed they were safe from melee but really it was only for ducking against projectiles. Along with protection, the pillars were made to add as another obstacle but for the size of the pillars, they did not impact gameplay as much as one would hope. It was recommended by Matt for the size of the pillars to be made bigger. So that the pillars would actually pose as some sort of obstacle or cover. Additionally to the map design Matt recommended that I added more stairs because he liked how I added heights to the design, but wanted to see more.
Both Matt and Alex knew exactly where they were meant to go because first off the map was not that big, to begin with, and there are also were small rooms off to the side of the main halls. So it was straight forward them to know where to head. It probably would have been nice if I made pathways that looped and created circular pathways to create more room to explore.
I had not explained all of the mechanics of the level to Alex and Matt and I had to explain those mechanics more than once. Such as the low wall, it protects anyone behind it from projectiles. Additionally, I had to explain the pillars which seemed to have zero effect on the game. They were meant for additional cover and aesthetic appeal to the level.
The overall goal of the level was clearly shown from the low-level enemies to the more advanced ones with the final boss at the end with the ultimate reward being a chest with items that could be collected along the way. Additionally, the level only leads to the final room with the boss which also contained the chest meant to be the reward for the players.