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 level begins with a spattering of enemies, then they are lined up in a row for the player to take out as they go. At the end, the player must fight a ring of the same enemy. You can see how, especially compared to the physical level itself, there is no diversity in this. 

What went wrong?

  • Again, there is not enough differentiation in enemy types and placement.

    • The enemies are even skippable in the open area. While this is good for building gradual challenge, it makes the area a bit boring, and doesn’t suit the required hard rating.

  • This level is not particularly replayable.

    • Though interesting, the lack of alternate pathways and “bottlenecking,” in addition to the lackluster enemy placements, means this level is only enjoyable a couple of times.

    • This means if a player has to start over a few times, they’ll eventually get bored or frustrated.

  • Overall needs to be longer. 

    • Because the enemies are relatively easy, the level goes by very quickly. 

    • Players requested seeing more areas and expanding the ones that are already there. 

  • The level needs a more exploratory feel. 

    • While it’s almost there, the level needs more moments like the health crate to feel more open and real. The level has many opportunities to be larger and richer. 

    • This will solve some of the other problems as well by giving the player more to do. 

Improvements?

  • The addition of a second enemy type. 

    • The chomper was causing some technical issues, but its absence can really be felt. It’s not interesting to have the same enemy over and over. 

  • “Force” the player to clear an area of enemies before moving on, and/or give them a more interesting and difficult escape route.

    • For a hard level, the player needs to exercise the full extent of their abilities. By adding a door and a key, or some other environmental blockade that forces the player into encounters with an enemy, a more challenging level is created. 

  • Give the player more options for possible routes to take.

    • This adds interest, replayability, and challenge.  

  • Add more hidden areas and objects. 

    • A hidden object could even be a required part of the level, such as a key like mentioned above. 

  • Add more areas and make each one larger. 

    • Also, add some indication that there are secrets; give the player some reason to stray off the path for a reward. 

    • A game that does this well is Breath of the Wild; there are plenty of secrets and asides as you explore, but there is a marked path that redirects the player to important areas. 

  • Mix-up enemy placements. 

    • This will be especially possible if each area is a bit bigger. Players may encounter enemies as they explore.



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