2D Mega Man Level v1 Feedback 03/06/2023
Hello everyone, my name is Angel and today I will be going over the feedback that I received on Monday 3/06 on my first version of our Mega Man level for level design class. We had to find at least 5 people to playtest our levels in class and gather some feedback on it. So that is what I will be going over for you all right here. For our level we were tasked with creating a level for someone that has never played Mega Man before and is completely new to the game. That being said, our level design had to be on a tutorial level in order for players to get to know the mechanics of the game and overall learn how to play. One last thing we were also tasked with when creating our level’s, was to at least make it 10 minutes long. This was definitely something I underestimated but for now I’ll dive into the feedback I received.
What went right
First, I’ll start with what went right. At the beginning of my level, I gave the players an opportunity to choose different routes that they would want to take instead of just giving them one simple pathway. Ultimately, everyone liked this feature of my level because it gave them a sense of control. It allowed them to take a longer path but easier or a shorter path but with more enemies and finally an in between pathway that was easy but challenging at the same time. I definitely received good comments about this at the end. However, this was particularly something that doubled up on something that had gone right and wrong at the same time and I will go over that right now as well. Another thing that I received good feedback on, was the certain areas that I had in my level that required the player to perform some parkour. Meaning that there were some challenging jumps that needed to be timed perfectly in order to proceed into the level. When I designed these areas, I wanted to make sure that I did not make them too challenging for the players that they would find themselves getting frustrated over. As well as too easy for them that they could just find a way around them or ultimately avoid them. This proved effective and everyone enjoyed that.
What went wrong
As for what went wrong, I’ll start with what I mentioned earlier. At the beginning some players felt there was no sense of direction for the reason that there were 3 different paths to take right from the start. This caused confusion for some players and kind of threw them off. Aside from that however, they all got a chance to explore the 3 paths completely which was fun they said. Another thing I noticed that went wrong was the enemy placement for one of the beginning paths. One player mentioned that they felt overwhelmed and that they were bombarded with enemies early on in the game. This was ultimately the harder path I had designed for those players who wanted a bit more of a challenge. Unfortunately, not all players develop skills at the same time, for some it can take them a while to master something, and others can pick it up immediately. This is something that I will definitely fix. Lastly, one thing that also went wrong was that for the most part all of my play testers were finishing my level way before the 10-minute mark. So ultimately, my level could have used some more creativeness. I thought that by adding a few more enemies or paths it would cause for more gameplay on the players end but that did not stop them from completing my level sooner. I definitely underestimated the meaning of 10 minutes long, but I will definitely work to improve on this.
Overall
The play testers had fun while playing my level and the feedback I received from them will definitely help me out when working on my version 2 of our Mega Man levels.
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