2D Mega Man Level v2 Feedback
Hello everyone and welcome back to my Blog my name is Angel Suazo and today I will be going over the feedback I got in class for my level 2 version of my Mega Man level. This time I am happy to say that things did go a lot smoother, and it turned out to be a lot more fun for the people playtesting my level. The only real change we were allowed to do for our version 2, was that we were allowed to introduce keys and doors to our level for players to interact with. This allowed me to go back and brainstorm a couple of good ways to implement these brand-new mechanics.
What went right
As for what went right, I can honestly say that everyone who play tested my new version 2 of my level was definitely surprised at how good it came out. Since I had some of the same people from version 1 playtest my level again, they definitely saw major improvements and overall, really liked how it played out this time. They especially liked how I was able to execute the new implementation of keys and doors. One player said they loved how every door was different and required a different number of keys each time around.
When I was creating my version 2, I intentionally thought about doing that so that players could find themselves busy and require some challenge on their part and it turned out to be a hit. Another player said he liked how the last keys for the last door were kind of hidden along the pathway and needed some creativity and exploring in order to find.
When I was doing this, I did not want to make it super obvious for them that they would find them right away, so I made sure to make it a little difficult for them to find at first. Overall, the play testers all agreed that they liked how they knew where to go as well for my level, meaning that there was a clear path this time around with little to no confusion at all. They mentioned how this was very cool and important because they did not feel like they were going in circles or having to pick between different routes to take. Lastly, I did receive some feedback on how I was able to balance the enemy placement pretty well and did not overwhelm any of the players with heavy enemy attacks. Only one player mentioned that perhaps one of the enemies I had placed could be pushed back a little to the left so that It would not be just waiting to attack you once you made it up the ladder for a specific area of my level. That was perhaps the only thing that went wrong this time around for my version 2 of my level.
Improvements
Other than that small note of the enemy placement, I did not hear any negative feedback from my play testers this time around. Everyone really seemed to enjoy playing it and had very much fun. For improvements however, I would like to add a small note myself that I did notice players could finish my level around the 5–7-minute mark. For my version 2 I did go ahead and add more stuff and areas that I did not have before in my level, which ultimately made it better and a little longer however, I could probably go back and revisit this to the point where I can have players play for at least 10 full minutes before they complete my level. I will definitely work hard every chance I get to make improvements.
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