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Showing posts from March, 2022

2D Mega Man Level 1 V.2 Feedback

  What went right? I added some additional platforming which made the level longer, a bit more difficult, and more fun.  The highest amount of difficulty was placed at the end so that the level was still easy overall, but gradually became more challenging. I wanted platforming to be the star of the show (or level, rather), and so making it really strong was the most important part of the design process. Like the last version, the worldbuilding/environmental storytelling was really appreciated.  The environment should complement and be integrated into the platforming, and it seems like my level was successful in this.  Using the given assets and game mechanics and turning them into a themed level was a fun challenge. It made me consider assets in a way I may not have before. What went wrong? Too many enemies.  This is an introductory level and shouldn’t be too difficult. My level went from not quite having enough challenge enemy-wise to too much.  I would ra...

2D Mega Man Level v1 Feedback

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  2D Mega Man Level v1 Feedback Mar 22, 2022 Level designer: Ava Matthews Play testers: Kyle Tunison, Timothy White, Joseph Hagerman What went right? Play testers enjoyed the platforming.  They actually compared it to a Mario level. I was definitely inspired by Mario games, so that was great to hear. I consider this a sign of success, considering fun platforming is the star of most 2D games! Play testers appreciated the art design of the level.  Using the assets at hand, I attempted to tell an environmental story with my level, and it seemed to work! I spent a little extra time to add these details and it definitely paid off.  Example of worldbuilding in my level. Players did not get lost or stranded in my level; they knew where they were supposed to go every step of the way. They also didn’t find any areas where the player might be “soft-locked” or any other bugs. So, the critical path was obvious. What went wrong? It could be too similar to a Mario game. What...

Simple D&D Map 3

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  Map played by my roommates! Lizzie (Mage) & Allison (Rogue) What went right Pathways are clear and easy to follow. They redirect effectively and keep the players moving in the right direction, even with minor intentional misdirects. The wide paths and color lend to this.  The viny area is the only exception; though this is partly intentional, some clean-up may be necessary. Every pathway has a purpose. Players appreciated the presence of rewards in dead ends.  There still may have been too many dead ends, though. Players didn’t mind dead ends as long as they were short and had a reward.  They especially liked this secret pathway that requires clearing vines. What went wrong Ultimately, more pathways are needed for more interest and to lengthen playtime. The map only touches on a maze-theme, might as well go all out.  As it stands now, it’s in a strange limbo that is a bit misleading and confusing. It’s not straightforward or labyrinthian enough. Adjust ove...