Mega Man Level 2
What went right?
The level’s platforming was strong.
Playtesters noted enjoying the layout of the level itself.
I did have some concerns with there being too much platforming, that it would become tedious rather than fun, but playtesters didn’t seem to have this issue.
Enemies felt well placed, not too few or too many.
I did have the concern that, especially compared to other levels I playtested myself, my level didn’t have enough challenge.
The platforming plus enemies created enough difficulty for a fun level.
Checkpoints were well dispersed throughout the level.
Checkpoint placement is actually super important in a level. It can signal a new area to a player, and also make a level much less exhausting to finish for the player.
At no point did the play testers feel stranded or frustrated because they did not have a reasonably placed checkpoint.
Playtesters didn’t get lost in the level, in fact it was almost too easy to navigate…
Example of level platforming
What went wrong?
Using the arrow ability, the level is completely skippable!
Players can climb high enough to scale the level from above, clearing the majority of it without doing any work.
This is, at the very least, a great example of how important playtesters are!
More health pickups needed
While the amount of enemies was not too difficult to complete the level, it did require multiple respawns.
There were no opportunities in my level to gain health, an addition of this is necessary to make the level less tedious to finish.
Likewise, there weren’t enough chances to replenish the gun/abilities.
The level did not include enough opportunities to use the power abilities.
There was either no compelling reason to use the ability, or, like mentioned above, the ability made the level way too easy.
These should really be the highlight of the level, so this is a huge issue!
Improvements
Create a barrier to keep players from skipping the level- or make it less obvious, so it’s a fun easter egg rather than a bug or cheat.
Add pickups as a “reward” after finishing an area with a particular enemy.
The key here is to not add so many that it becomes too easy.
There are a couple especially difficult enemies, I’ll start by placing the health right before the encounter with them. This will also help signal the player that they’re about to walk into the lion’s den.
Power abilities can be placed or encouraged before these enemies, too.
The Nado would work particularly well in a certain area where players must “climb” the platforms.
Again, adding some visual encouragement to use the powerup there, including the adding replenishing assets here, too.
Where the Nado would be useful.
Good areas to use the S-Arrow are a little more difficult to determine, but they need to be created.
A new area, specifically designed for the use of the arrow powerup, is needed.
But pre-existing areas aren’t getting left out! Higher platforms, specifically designed to be climbed with the arrow, can easily be added.
This will also add some additional platforming, which play testers really enjoyed, and some more difficulty that may be missing because of the small numbers of enemies.
This will really showcase the power abilities and fit with the aesthetic of the level, too.
The level is supposed to make the player feel they are climbing down into a forgotten temple, then fighting their way out of it. The nado and arrow techniques really add to the feeling of exploration and battle against nature.
On that note, perhaps a little more environmental storytelling is needed in this level, too. I don’t feel like a narrative got across as strongly in this one.
I would like to be able to “build” a temple the player runs around in. Maybe the player needs to be totally encased, rather than outside in the open the whole time?
Example of failed level design.
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