Monday, April 29, 2019

3D Level 1 Ver. 2 Feedback

3D Level 1 Ver. 2 Feedback
What went right?
I felt this playtest went better than the last. Mainly because I fixed some of the more pressing issues of the last playtest. Pressing issues being the spitters that didn't spit acid, which I've swapped with regular chompers. I also added a better mechanism for opening the doors. Instead of just the pressure plate (and the secret switch), I added another door that leads to the pressure plate. It can only be opened if the player defeats the three chompers in the surrounding area. It took a while to figure out how to properly program it and I'm glad I got it to finally work. Lastly, instead of trying to add a "portal" that teleports the player to another level, I just added dialogue (infobox)  at the end of the level to let the players know that they reached the goal or the end. 


new door mechanism
opens after defeating all surrounding enemies

What went wrong?
There weren't any strong apparent problems with my level. The feedback I received was that it was fitting for an introductory level and that the goals and objectives were clear. Many thought the "defeat enemies to open door" mechanic was cool and that it strongly enforced the combat mechanic on the player instead of letting the player get away without really using the combat mechanics. However, one playtester noted that having the secret switch would debuff that. Thus the secret switch is not really necessary in the introduction level even if it was pretty cool (I like secrets and easter eggs what can I say). 

Were the challenges presented appropriately to the skill level of the player?
Since there weren't blatant changes from the previous level/playtest, the challenges were the same. And yes, they were appropriately set for a tutorial level. In fact, I'd say the challenges are more enforced on the player with the new door mechanism I add. This was necessary to teach the player combat mechanics. The enemies are not difficult of course, 1 hit kills for all of them. And since the spitters did not work properly, I swapped them out for regular chompers. Which is a shame, but it is still fitting for an introductory level in my opinion. 

Was the critical path obvious?
The map hasn't changed from the first version. I did add more obstacles, but the path is still very linear. Thus the critical path should be straightforward and easy to follow, which I felt was important or better for a tutorial level. 

more obstacles

How would you improve?
I wouldn't know what else to improve on aside from trying to fix the problems I had in version 1 instead of switch most of the problems out for the second version. I would like to add more mechanics but I'm not a strong programmer and it would not be appropriate to throw too much at the player for the first level. 

How was the overall flow?
Overall, I'm glad many playtesters enjoyed my level. It was a bit short but it taught the mechanics that the players need to know well. The path to follow was linear and obvious so playtesters did not get lost and felt confused about what they had to do or where they had to go. 

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