3D Game Level 1 v1 Feedback
3D Game Level 1 Feedback
What mechanics did you implement in your level and why?
In my level, I implemented a little maze in the beginning of the level because I was going towards the jungle theme and thought that the players would enjoy running through a little maze as a way to make players know that there are things in the maze that help them progress in the level. For example, in the maze, I implemented a switch that opens a door so that the player can escape the maze.
Another thing that I have implemented in the level is a fake wall that players can walk through in order to activate a pressure plate for a moving platform that takes them into the next part of the level. I used breakable blocks to indicate that there is something there.
A third thing in the level is a little acid platform jump that involves players entering a room with a house that has a one-block jump puzzle and a switch to the final room that contains a spaceship with enemies.
How did adding these mechanics affect your level?
I would say that these mechanics made the level interesting because I was able to make my playtesters have fun and made them have interest in my level design.
What went right?
One thing that went right was the maze. The reason being is that the playtesters enjoyed exploring the maze and wished that it was a little longer with enemies to make it more intriguing.
Another thing that went well was the house with a jump puzzle because even though some of the players struggled with it, they still had fun trying to make it across that part of the level.
And lastly, the players liked the flow of how the level went because they liked how they started off in a maze, then to an acid platform jump, and then the house with a jump puzzle with the UFO at the end.
What went wrong?
One thing that went wrong was the fake wall because some of the players did not know or did not like the idea of the fake wall.
Another thing is the acid jumping part of the level too because there are some parts of the acid that the players can walk on.
Even though the jump puzzle on the house was good to some of the players, there could still be some improvements that could make the puzzle easier.
No dialogue or messages that indicates that the level is finished or what the goal is to some parts of the game level.
How might you improve your level next time?
For the fake wall, I could implement something else, such as a little puzzle or make the player transition to different parts of the level to activate a switch to open the door.
Playtest the acid platform jump to make sure that part of the level works as intended.
Add dialogues or text messages to help guide the player through the level such as if the level was cleared.
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