For this assignment, I have created a new and improved level, starting off with the base lobby of my first level. It’s long and challenging enough to give the average player about 15 minutes of playtime. There are plenty of enemies, surprise and not, platforming, and puzzles. There are now bosses (larger, more powerful versions of the regular enemies), so it adds an element of challenge to the level. Overall, from both my playtesters and I, this was a successful level, minus the minor glitches created by Unity.
For this level, it was nice and long, giving the player plenty of time for this level. My playtesters enjoyed the adventure with the extra rooms and forks in the road. For each of these rooms, the reward was a health pack, and although this was the only award I could give them, my playtesters still enjoyed finding them. I scaled a select few of the enemies and upped their HP to create bosses varying in difficulty. Some are mini bosses, others are final bosses. This added another level of challenge to the level, and mixed it up from all the platforming. This new level also had a lot more platforming than my previous levels. From previous feedback, I was told to add more platforming, so I decided to create more complex platforming sections, and also added acid pools. This created some more difficult sections for players, and varied in difficulty. However, due to the assets being slightly glitchy, this created some issues.
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| Map Overview |
I think I was a little ambitious with this map. I think this was definitely the downfall of this map. Had I given myself more time, I think I would have definitely been able to work out all the glitches. For example, the two enemies located in the second room that were supposed to guard the switch died instantly as the level began. One of the moving platforms did not move the player as it moved, and my playtesters found it frustrating to have to keep themselves on this platform. Some improvements I would make to this map is adjusting some of the enemy's hit points. One of the final bosses was a little too hard to beat, although some beat it after a few attempts. There was also this section of platforming that was extremely difficult due to the nature of Unity’s box colliders, and was nearly impossible to clear unless you knew how Unity’s colliders worked. The platforms were also far too small. In order to improve this, playtesters requested larger platforms, like 1x2 blocks instead of 1x1 blocks. This part for many was the most frustrating part of the level.
Through these improvements, I think this level can be more successful and fun to play. While it can be difficult and frustrating, with the right tweaks it will be more fun and challenging. Many of these tweaks that need to be made are simply fixes for Unity’s errors, so it should be fairly easy to make a more enjoyable game.
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| Switch concept |
This is a good “Hard” level for a 3D action platformer. There is enough difficulty to the platforming, enemies, and puzzles to challenge the player enough and give a lot of playtime. Aside from the glitches, the puzzles provided enough challenge to make the players think rather than force their way through the level by beating many enemies.
The critical path was obvious, with a few dead ends dedicated for adventurous players. One of the playtesters noted that it really piqued their adventurous side with some of the “dead end” rooms. Aside from the level branching out in the second to last room, there really wasn’t anywhere else to go in the level, so it is very straight forward.
Each room, along with its hallways, acted as the path. Each room led into the other, some with a small landing area to give players a moment to observe the obstacles ahead. The long hallways at the end of the level acted as loading zones to build anticipation and excitement for the final boss(es). Each one of these elements came together to form a fun and enjoyable level.
Overall, I think this level was a success. The enemies were well balanced, the platforming was enjoyable and challenging, and the level was long and had enough to be explored for the adventurous players.


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