In Introduction to Game Design, I was tasked to design a level for the rest of the month. The engine I used was Unreal Engine, and I used Stack-O-Bot as the game sample for the project. Right now, I am going to talk about what went right and wrong during this project.
What went right:
The idea of how I made my level like a parkour was something play testers really loved.
When I added a landscape, I included background decorations to draw more attention to players. This also made them understand the setting of that level.
Dominant strategies were helpful in my level because it was needed enough for a player to finish a scene in many different ways.
Play testers took 5 or more minutes on my level because that's what the instructions suggested.
The flowchart helped me plan the level better because it made me realize that levels are always planned in a planning sheet before making them in the engine.
What went wrong:
The level needed to be more organized because some walls were not placed correctly. Because of this, I changed their locations and added more space to each scene.
I could've added puzzles because that's what a lot of the students did, but it can also make the level a bit challenging. I say this because I remember play testing someone's game that had puzzles in it.
The last scene of the level was difficult for play testers in which I needed to make some changes. In this case, the player needed to fly to the wall holes. It originally had 5, but eliminated two of them to keep it to 3.
In the second scene, one play tester didn't liked the floor pads because he kept getting stuck for more than 10 minutes since the pads were too small for the player to reach. So I had to extend the size of the floor pads to make it more easier.
The level was originally made in a blank empty spot. But due to the level not fitting well enough, I had to make a landscape to fit my level better.