Posts

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

Image
  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

Image
  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...

Simple D&D Map - Version 2 - Ava Matthews

Image
  (Map played by a mage and rogue) What Went Right? The shape of this map was much easier to navigate, due to: Clearly defined pathways In version one, pathways tended to blend into each other. These are separate and distinct. Open rooms Creating circular rooms for encounters and rewards aided both in pathway clarity and defining pathway versus encounter.  It’s now easier for the players to distinguish what’s happening visually. While the general shape is the same, version 2 (left) is easier to navigate visually. There are more options of paths to turn down in this version, but they all still lead to the same place without being too obvious to the player. Additional monster hoards added more fun and better preparation for the boss (and the game as a whole). Before, the enemies were scaled well but not numerous enough.  The type of enemy also varied depending on the chosen path-  I decided it would make more sense to ensure the players encounter every type of enemy, r...

Simple D&D Map - Version 1 - Ava Matthews

Image
  My map was played with a mage and a rogue.  What Went Right The progression of the enemies’ strength was steady enough to teach adequately while still being fun.  My thought process was to ensure the players encountered a low-level enemy, no matter what path they took, to test the waters. Rewards were accessible at reasonable points.  I figured every enemy should lead them to a reward (in addition to the feeling of accomplishment) to keep spirits high. The first three enemies were blockades themselves, but due to the shape of the map, the third reward needed to be closed off.  This design looks slightly strange and requires the players to backtrack, and so the shape of the map will be altered. The map bottlenecks the players in multiple areas. Taking the middle path still leads to the reward on either the left or right side. There’s actually no reason to take the upper left and right paths after getting the reward, so it all ends up at the boss in the end....