Monday, April 8, 2019

Mega Man Level 2 Feedback | 4/18/19

For this more intermediate level, I further expanded the length of my level. I added more screens, more enemies, and new mechanics. I added two new weapons, the Nado and the Super Arrow. I also added weapon blocks, which requires the player to find the respective weapon capsule to break the block in order to progress. With the added enemies, obstacles, and length, I think I built a relatively successful level.

I think this level was a good intermediate level. There was an increase in the amount of enemies, as well as the variety. This presented more of a challenge for the players, but also made it more fun with more things to attack and figure out how to defeat them. I also included the Nado and Super Arrow. In order to utilize the super arrow, as the weapon block did not break when shot with the super arrow, i created a wall with a platform on top that was too high to reach by jumping normally. By shooting a super arrow at the wall, it created a platform that the player could jump on and from there jump onto the platform. One of the more prominent features I put into the level was the footholder that travelled above a row of spikes. I think this definitely added to the challenge of the level.

The majority of this level went pretty smoothly. My playtesters said the level was fun, and had a good amount of enemies. They enjoyed the water aspect, mixing it up from the usual platforms and ladders. However, there were still some aspects that weren’t perfect.

"This part seemed like a death drop"

One of the more common notes was that having two enemies in the first screen was too much for an initial screen. Another thing that was noted was that the health powerups were a bit too easy to obtain in the level. By either placing less or strategizing where I placed health powerups, I think it could make the level a little more challenging, while also making it more fun.

For my next iteration of this level, I’d add more screens as I feel that there could be more obstacles utilizing more enemies and the weapons of choice. For example, having more platforms that required the use of the super arrow would make it seem less useless. I really liked the addition of the footholder being utilized as a moving platform above obstacles. I think it could also be used to create hidden rooms with bonus powerups. I definitely want to add more puzzles to my level as well.

I think this level was perfectly balanced to be an intermediate level for a first time player. It has a good variety of enemies, different obstacles, and puzzles. The enemies are not too difficult to defeat, and the obstacles are challenging to overcome. The puzzles are pretty straightforward, but still offered a little bit of a challenge for first time players.

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.

The circulation elements mainly consisted of the ladders, which acted as loading zones, checkpoints, and platforms. 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. The rooms acted as the path, as it led straight through the level to the end.

I think this iteration of an intermediate level was successful. With the right combination of enemies, obstacles, elements, and puzzles, it created a nice challenging level for first time players. I can definitely improve on this level, as well as expand on it, and make it a more enjoyable level.

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