Simple DnD Map v3
Hello everyone, my name is Angel and today I will be going over the feedback I got from our last playtest of our final version of our DnD map for our level design class. For my play testers, I had Jacob and Muhammad playtest my map once again. Jacob played as the Warrior class while Muhammad played as the Ranger class. This time around we did have a different rule sheet to work around with that made it very crucial for at least one person to choose or play as the Warrior character type and I will explain to you why in a minute. Along with working with a new rule sheet we were also tasked with recreating our whole map with a new theme and an objective to be accomplished. The theme was Alien invasion, and our goal was to create a prison break style map. With these changes came some new challenges to be faced as well as some room to experiment with some new and fresh ideas.
What went right
This time around there was a lot of stuff I felt went right with my map. The implementation of the new rule sheet and theme was just the start of it. Jacob and Muhammad both said that they had a lot of fun playing my map. With version 3, we were also tasked with adding a checkpoint system and Items to our map, something that we weren’t allowed to have in the first two versions of our maps. These new changes definitely helped in creating a whole new atmosphere to the game.
Both Jacob and Muhammad got to use the checkpoint system at least once and the items that they came across in my map. They both thought I did a good job representing both resources very well in the map, as well as locating them properly throughout my map. As for the pathways I designed for my map, they also said they enjoyed how they were constructed and prompted with different routes to take. This gave them the opportunity to choose a certain route without knowing what kind of path it would take them through. Muhammad especially liked how I implemented a jump path in the beginning with the chance to either roll an even number to successfully make the jump or an odd number to fail it causing them to take 1 damage point to their health.
What went wrong
Fortunately, this time around there wasn’t anything that went majorly wrong with my map. The only stuff where I saw could be improved on was on some of the enemy stats. Not all of them needed this, but there was 1 or 2 that had this issue of unbalanced stats. Where they either had too much health or their defense stat was just overpowered to the point where they blocked almost all of the players' attacks. This is where I said earlier that somebody playing as the Warrior character was crucial because they would have the highest defense and attack stat for the group which could have helped them in combat.
Both Jacob and Muhammad let me know that perhaps that was the only negative thing they had something to say about. However, when they were giving me this feedback, they did say that since there had been some major changes done to the rule sheet especially to the stats of the enemies for this specific version, it was almost impossible not to run into this situation. I guess for the most part, I did miscalculate on the stats of my enemy characters. “However, it is a mistake that anyone could make”, they both said. I will definitely improve on this next time.
Overall
This was definitely a learning experience for me and is one that I will never forget. Nevertheless, I will continue to work on other ways and ideas that could potentially help me fix some minor issues where I can improve on so that next time, I am having a playtest for one of my games/maps I can provide a more smoother fun gameplay experience.