2D Mega Man Lvl 2 Feedback

                                           2D Mega Man Lvl 2 Feedback     4/5/22

For this level, my class and I were given more items and varieties of weapons to give to the players so that they have a different experience from the other two previous levels that we worked on. Which is a nice change because it allows us level designers to add more challenges and make the player think strategically with the weapons they have.

The theme for this level is forest/jungle, which makes the level feel different than the level from before, which was a western theme. What also makes this level interesting is the part where we were allowed to add more weapons so the players can use them to their advantage when fighting enemies or when moving around the level. After knowing the items and weapons that were allowed, I have decided to make my level more based on them so that players can think strategically in order to progress through the game level.

As I had play testers try out my level, I have seen some level designing that needs a bit of work and some parts that can stay the same according to my play testers. What went right is the part where most of my designs in the level require the player to change their weapons in order to progress further into level. For example, down below is an image of some of the designs. When observing the play tester, I can see that some have struggled with this, until they come to realize that they can change their weapon type to help them out with level designing's like this. In order to get through this part, players will need to switch to the S.arrow weapon type to get across this part of the level.

Other examples for the level designs for this part of the game are shown down below. For these types of designs, I want my players to be able to think strategically when coming across these designs. So most of my designs require the players to use their weapons to their advantage.

I also want my players to have another weapon, so I added a weapon box for them to change out a specific weapon and have them use it on the next level (2nd picture). I have seen some players struggle less with this part, since the tornado weapon is easy to use for most of them.

What went wrong was the part where there were not many enemies to fight in this level, requiring less gameplay. I have also noticed that the levels were too dependent on the weapon, and so I needed to add more weapon energy balls around the levels more, just in case if players used too much of their weapon energy. 

What I can use to improve my level design, is adding more enemies so that players can also use their weapons against them instead of just only the obstacles itself. I could also add more weapons so players can have different ways of enjoying the level, since every player has a different playstyle. I was also thinking about making more levels to this game design, since play testers felt like it was too short of a level.


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