2D Mega Man Level 2 Feedback
Welcome back everybody to my blog. My name is Angel Suazo and today I will be going over the feedback I received in class for my last and final level for our 2D Mega Man Level. For this level we were tasked with creating a mid to intermediate level showcasing some of Mega Man’s abilities as well as introducing them to our players. That being said, I had to brainstorm up some ideas that could help me execute them properly. As for the abilities that I ended up going with where the NADO power-up and the SUPER. A. Once I decided on these two it was time to find a way to incorporate them into my new level. Luckily, I think I did a good job at doing so.
What went right
First, I’ll start with what went right. During the playtest most of my play testers liked how I designed my level to where they could easily know where they were supposed to go, so naturally they all saw a clean path. For the new weapons/ abilities that I went with, players definitely found them easy to use and understood how to use them for the specific areas in my level.
One player especially liked how I had a specific area of my level intended for the NADO to be used only. When I was creating my level, I specifically made that part so that players could just blow right through the line of enemies I had lined up for them with the NADO weapon variant. Another player really liked how I made a couple of jump areas where they had to time it correctly in order to reach the other side of my level and they thought that the level of challenge presented to them was not overly hard but not super easy to them as well. Making the difficulty just right to make them want to finish my level. While I did not find anyone having difficulty using the new weapons /abilities to get past certain areas, there was only one player that wished I had not forced the new weapons or abilities so much to the point where they could not use them more freely. So technically this was something that doubled up as something that went right and wrong with my level. Whatever the case may be, my level ended up turning out good with the help of other qualities.
What went wrong
For the actual stuff that went wrong, I can’t really think of much since mostly everyone enjoyed play testing my level. However, there was the case of perhaps maybe allowing the players more free time and experimentation with the newly added weapons / abilities for this new level.
This way the players can get the chance to witness the full potential of the weapons and use them to their liking. So, this is definitely something I will take into account for next time and also work hard to improve. Another thing that I saw for myself that I thought went wrong was just that my level was once again a bit too short for the 10-minute minimum. I saw that the majority of my play testers were finishing my level at around the 4–6-minute range, which was of course due to the underestimated anticipation of what I thought would take my play-testers at least 10 minutes to defeat. Having this in mind definitely motivates me even more to try harder next time to at least get to that 10-minute mark. This is something that I will work harder to improve on.
Overall
This was a nice wrap up of our in-class unit for our 2D Mega Man levels and I definitely had a lot of fun creating them.