Monday, April 8, 2019

MegaMan Level 2 Feedback

Megaman Level 2 Feedback
What went right?
This map did get a better response compared to the first level. Improvement always comes from feedback. The length was way better this time, not too long and not too short. The map itself wasn't too linear as well. The challenge presented to the players was a good amount though there were mixed results. 

Were the challenges presented appropriately to the skill level of the player?

The enemies and puzzles presented to the player were of a decent skill level. Players did not find the level too challenging nor was it easy. It was a middle ground in terms of skill. Basically, there weren't too many enemies and very few puzzles.


Was the critical path obvious?
I want to say the map was pretty straightforward but players did get lost a few times. Some rooms looked like it had multiple options on where to go and the players only ran into a wall. Some times the players got lost on which direction to go overall. Perhaps my level design itself needs more work but my options are limited to the resources given to you in the Megaman Maker.

What went wrong?

Compared to the first level, this level was definitely better. Though it wasn't the best of course. There were still problems with my level. One is the design choices. In the first couple of rooms, the player had trouble finding the ladder that takes them further into the level. The problem was that the green color of the ladder mixed too well with the background color. It was intentional and my intent was to make it a sort-of "hide and seek" puzzle. However, the result was not favorable. Another flaw is the map path. Players got lost in the map and had trouble with the flow. A couple of players felt like the pacing was a bit quick and hard to follow. Lastly, there was the flaw of knowing the items and abilities. I forgot that changing abilities could be done on the S key thus I added a lot of useless ability items scattered through the level. I misread the ability of the arrow and did not know the player could stand on it as well. It sort of made some puzzles useless or not as challenging as I expected. 

confusing path
How would you improve?
The things I would work on is knowing the abilities more. I need to read on the abilities and try them out more as well as knowing the default set of abilities given to the player. I will also need to be more careful of level design and making sure the player isn't too confused by the level while also having freedom and choice within the level. Overall, these are things that could be improved if I had taken more time with making the level and making sure everything flowed well. 

How was the overall flow?
The flow depended on the player mainly. Some players felt the level was great and played smoothly. Others thought it was confusing at times and got lost in certain locations. Few thought it went too fast and that they could not grasp what was happening. Though overall, the challenge of the level was appropriate. It depends on how the player plays to follow the level's flow.  

green on green is bad


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