Tuesday, April 2, 2019

Mega Man Level 1 Version 2 Feedback | 4/1/19

My level was still a fairly simple introductory level for new Mega Man players. It contained twice as many screens for a total of 20 screens, more enemies, spikes, ladders, health powerups, and an energy element to end the level. The level was straight forward with no hidden areas or over complicated puzzles.

I think this level was a good introductory level. I created a level that I thought I would enjoy as a first level, as I am creating a level from the perspective of an inexperienced player myself. The enemies only took 1-3 hits to defeat, to keep it simple. I added a variety of enemies demonstrate some of the kinds of enemies one might encounter in a Mega Man Game. I included ladders to demonstrate the climbing mechanism, and to also demonstrate to the players how they can use height to their advantage. Spikes were put into place to demonstrate jumping. I scattered health powerups throughout the level to keep the players alive as they played though the level.
Level Start


I think this time around my playtesters enjoyed my level significantly more. With more than twice the amount of screens as my last level, it was longer and much more fun to play. I introduced new enemies, all with different abilities and ranging difficulties. There are more spikes in the level, which not only introduces jumping, but also provides a bit of a challenge for the players. I noticed in my previous playthroughs that you can just run through the level and just shoot and you could probably get through a lot of the level by just doing that. By adding new enemies and obstacles, this issue is easily resolved and makes the player slow down a little and observe. 

My new level definitely still needs work. After playing it so many times I noticed it was still relatively short, so in my next iteration, I will definitely be extending the level and making it more difficult with new obstacles and enemies. Due to the assignment's limit on the enemies and weapons we can choose from, I will need to get creative and be more strategic about the placement and frequency of enemies and obstacles. I think that a water element will help slow the level down and add a new element to the level. 

I think this level was challenging, but not too challenging, for new players. I had fun designing and playing my own level. With the addition of new screens and more strategic placement of enemies, I think new players will no longer feel rushed or overwhelmed with enemies, but rather a steady pace so they can learn the controls and world of Mega Man.

The critical path for my level was very obvious and straightforward. The flow of the level was smooth, with the ladders serving as loading zones for players to prepare themselves between the first, second, and third rows of screens. There were no hidden rooms for players to find, as to not confuse the players.

Level End


The circulation elements mainly consisted of the ladders, which acted as loading zones, and lobbies, or “safe” zones, where enemies could not see or hurt the player. The ladders leading from row to row acted as a loading zone, to give the players a bit of rest from all the action. The lobbies gave players time to prepare for the upcoming fights between them and the enemy.

I think this second iteration was much more successful than the first one. It got much closer to the 10 minute mark and the level was more fun to play. There were new enemies, new obstacles, and a more satisfying ending. 

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