This new improved map has a new platforming section at the end of the original level. These floating platforms are placed strategically to make the player carefully guess how to jump between them. Should they fall, they die and must restart from the checkpoint. These platforms are all above a river of acid. This teaches the player the danger of the neon green-yellow acid, and also teaches platforming. With an increase of enemies, players thought it was a good challenge for an introduction level. Previous playtesters said that the level was more fun with the new platforms, and still kept the difficulty at an introductory level.
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| Door Concept Art |
For this iteration, there were still plenty of improvements I could make. For one, the ending could have a bit more than just a few enemies. I also hadn’t improved the initial platforms in the first room, so that became another improvement for the next iteration. My players liked the quick puzzle at the beginning of the level, however they wanted to see more of the puzzles. This iteration of my map still needs improvement with the enemies, however it was still an upgrade from my first map. I think adding more enemies in more strategic locations throughout the map would make it more enjoyable. Players also wanted to see a variety of enemies (of the two kinds we were given in the asset package). I only used the chomper enemy, however playtesters liked the idea of having the spitters as more of a challenge enemy and to help teach more combat skills to the player.
I believe these improvements could help make my level more enjoyable. By adding a variety of enemies, I think it will make for a much more interesting experience. I like the idea of possibly adding pressure pads to a few of the platforms to unlock a door further on in the level. As I said with my last iteration, having enemies that are not just puppy guarding switches and pressure pads would definitely make the level more interesting to play.
This level is a good level as an introductory level.The enemies are not too strong, and have a good difficulty to defeat for a first time player. Their range of sight and attack strength aren’t too overpowering for the player, so they do not just kill the player upon contact. The platforming was a little challenging, however was extremely doable for any player. The puzzle was still extremely easy, but definitely helped introduce the mechanic to players.
The critical path of the level was extremely obvious. In the second room, the level branches out, however if you just look around enough there’s almost no way to get lost. The flow was good, with areas of rest between the two groups of enemies I had placed in the level. Doors served as loading zones to prepare the player for the next room of the level.
The two main rooms acted as the main path for this level, with the first room leading straight towards the next room, and the second acting as a split in the path. Both had areas that acted as resting points to prepare for the next set of enemies. The doors were loading zones, giving the players some time to observe and rest. This level was very straightforward and easy to play.

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