2D Mega Man Level V1 Feedback

                                                           2D Mega Man Level V1 Feedback

Players

  • My players in this 2D Mega Man Level V1 were Daniel Lee, Weilin Tang, Emanuel Ventura, and Leland Levassar and thanks to them, I was able to obtain a lot of feedback on what I can do to improve the game level and design.

What went right?

  • Things that went right in my level was that it was not too hard nor easy for the players.

What went wrong?

  • To be honest, there were many things that went wrong. One part that went wrong was the slow transitions when entering into the next part of the level. Down below is one part of the level that my players seem to dislike due to the fact that it requires good timing for jumps and the slow transition kind of messes them up since it looks like they will fall.

  • The image below is another thing the players have talked about in my level. This part of the map happens when the players did not make the jump on the second image above.

  • Another part of the level that the players did not like was the part where they faced an enemy who deals a lot of damage to the player, in which they were unprepared for this enemy.

How might you improve your level next time?

  • For the next level, if I were to add jumping parts into the level, I should make it easier for the players to jump so that it would not be much of a struggle. 

  • As for the out of the map bounds when failing the jump, I could add more blocks to completely block out any out of the map bounds, so that players wouldn’t have to struggle with that unnecessary part of the level.

  • As for any strong enemies or enemies in general, I should make sure that I add some spaces for players to utilize in order to fight back the enemy since one of my stronger enemies was putting my players in a disadvantageous position.

  • I should also mention that I need to make changes to the transitioning of parts of the game level since it was also another problem that the players had to deal with.

Were the challenges presented appropriate to the skill level of the player?

  • As I had four different players playing my level, three were able to complete my level while one struggled with the out of bounds part of my level due to the slow transitioning. So I would say that there could have been improvements for my level so that all of them can equally complete the game level.

How was the overall flow?

  • The flow was slow due to the slow transitioning and jumping parts of the game level.

Was it obvious where players were supposed to go?

  • I would say that it was obvious where players were supposed to go since it was mainly the level design that made things a bit harder when playing the level.

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