3D Game Level 1 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 received from our Version 2 project of my 3D level in class. Our goals and objectives for our version 2 were exactly the same as before, we did however have an opportunity to improve on last time. This time however, I will try to go into more detail from my feedback, since we were put into groups of 5 for this playtest. This allowed me to gather some more feedback from players and overall have more people try my level.
What went right
Getting started with what went right, ultimately there was a lot of good feedback coming in from my playtesters.All of them agreed that they thought the critical path was very clear and obvious for my level. No one really had any issues finding where they had to go or how to get to the next area of my level, which was very good. I do want to point out that I did have some newly added areas to my level towards the end so players could have more game time and it indeed turned out to be cool. With that being said, players also really enjoyed play testing my level because of the level of challenge I created for them.

With my first version of my level, I had gotten some feedback from players saying they loved the specific jump points in my level that originally made it challenging, but that they wished the platforms for the jumps could have been scaled up a bit. So that is exactly what I did this time around and players seemed to have enjoyed it much better. Another thing that went right was that players found all the barriers of my level to be in fact working and this time around, there were no areas of my level that I had missed where players could go beyond the boundaries of my level and explore the outside plane. So, I definitely consider that a win. Aside from all else, the enemies and checkpoints of my level also worked perfectly fine, which all of my play testers let me know as well.
What went wrong
For what went wrong with my level, there were a few things that were pointed out to me during the playtest. One specific player had only good things to say about my level but he did say that if he could fix one thing it would probably be that there was no color whatsoever in my level. I pretty much had left my level in grayscale and had not added any colored walls or backgrounds.
He pointed out to me that he would have loved to see some color in it but besides that he really enjoyed my level. I will definitely be adding color to my next level I work on so that this doesn't happen again. Another player pointed out to me that during the play test he had originally thought that he had activated the checkpoint before dying, but that once he respawned it did not respawn him there. It had actually respawned him at the previous checkpoint he had passed.
After looking back, I had realized that the area in which the checkpoint in question was located was so big that he must have walked around it and missed it by accident. This is definitely something I am going to be improving on so that it also doesn’t happen again. Lastly, one other player suggested to me that she really liked my level but wished she would have seen some more variety in it with how the level was laid out. Other than that, I will also work hard next time to improve on these little issues so that I can bring the players a more fun experience.