2D Mega Man Level v2 Feedback
2D Mega Man Level v2 Feedback
How did adding keys/doors affect your level?
By adding the keys and doors, it made players look around the level more to find the keys to the doors. Which can make the players engage the level more than just fighting enemies and jumping platforms.
What went right?
On the first part of the level, I have added jumping platforms so that the players will have to jump in order to make it to the level, but with better transitioning, since my last level’s problem was the slow transitioning that could potentially mess up the player’s timing when they are jumping.
I have also implemented a checkpoint, another problem with my previous level.
For this other part of the level, I have made adjustments to it such as adding quicksand and keys for the doors, making the players engage with the environment and being careful around the environment.
The third thing that went right was the challenging parts of the level at the end of the game. As shown below in the pictures, these levels require timing of the jumps to get across. Left picture is the first part of the challenging level, the ladder takes you to the second part of the level, which is the springs.
What went wrong?
From the suggestions of the players, even though there were parts of the level that were engaging, there were not enough enemies for them to fight because it was mainly about the jumping platforms.
Another thing that went wrong was the part about getting the green key, some of the players were confused about finding it until they looked around the level to see that to get the green key, it required them to use the quicksand to obtain it.
One thing that the players wanted was to have a checkpoint closer to the end part of the level, which is the ending part with the springs and falling platforms part of the level.
How might you improve your level next time?
I could add more checkpoints on the parts of the level that could potentially make players frustrated. For example, the falling platform part of the level at the end.
I could add more enemies and focus less on the jumping parts of the levels.
Were the challenges presented appropriate to the skill level of the player?
I would say it is average level because there were some players who were able to clear it in a short amount of time and some who needed a bit more time to clear the level.
Was it obvious where players were supposed to go?
Looking at my playtesters, it seems like they knew where to go since I implemented keys to specific doors and made sure that the level transitions well into the next part of the level.
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