2D Mega Man Level v1 Feedback

 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 about the mechanics makes it my game rather than a copy?

    • The level is similar in the amount of jumping, stairs, and enemy mechanics (for instance, fire balls leaping out of pits).

Example of where the level looks like a Mario level

  • Compared to the games I play tested, my level is very easy. Play testers who are really skilled at video games (and/or are particularly familiar with Mario or Megaman) sped through my level. 

    • The difficulty needs to be increased, perhaps with more enemies or traps

    • Or, the level needs to be extended in order to be longer.

    • It took me about 10 minutes, but I may just not be the best at games.

    • So the conclusion can be drawn that the challenge was not balanced properly to the skill level of the players.

  • Some areas of the level are slow compared to others.

    • There are a few spots of great platforming, but also some flat areas that take away from the level overall.

    • That being said, the flow was good until interrupted by one or two slow areas.

  • I have one area where the level splits off into two possible pathways, but play testers couldn’t see the second path. 

Where the path splits off.

Improvements

  • Find some way to give the level a personal spin.

    • While Mario games are fun, what could I add to make my level unique?

    • I really enjoyed the puzzle aspects in the games I play tested, so maybe adding some rooms players have to “solve” will give the level some more flavor.

  • Add an enemy to areas that drag on.

    • There are a few areas that are pretty flat and static, so adding another enemy there would solve both the difficulty problem and the negative space problem.

    • Some new enemy types would be helpful overall as well. Levels I play tested had more variety of enemies than my level.

  • Add some more platforming

    • Because the platforming (and background design) was play testers’ favorite part of the level, I should add more!

    • This would both make the level more fun and longer. 

  • Make it more obvious when a path splits and add more forked pathways.

    • More of these forks would be more fun and they fit into the level narratively.

      • Every minecart level/film/etcetera includes an area where the tracks fall away or split off. I was trying to achieve this feeling in the design of my level.

    • It has to be designed perfectly so players don’t get confused, though. 

    • This would also create more opportunities for circulation elements. My level is pretty straightforward at the moment, which is fine, but could have some extra elements.

  • There’s currently no opportunities to gain health in my level, I’ll need to add some, especially if I make the level more difficult.

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