3D Level 2 Version 1 Feedback
What went right? The level was easy to navigate. There was an obvious critical path; players did not get lost or confused. They knew where to go, even if they purposely strayed off the path. For example, one section of the level uses terraforming around a flat path to direct the player. If players went off the path to find a hidden health crate, they could find their way back and keep going soundly. Interesting physical layout/design choices. Players noted their appreciation for the level design, partially for its circulation elements, and partially for its variation in appearance. Each area of the level felt different but still part of a continuous design. This kept the level exciting and inspired the players to keep moving forward. If anything, they wanted to see more of this. The level ends too soon. The level is decently challenging, however- Eventually, it got repetitive. A barrage of enemies is only interesting for so long. The leve...