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Showing posts from October, 2021

2D MegaMan Level 2 Feedback (10/27/21)

     Making a late-game type level is incredibly difficult. I had my idea of making the player climb up, but I wasn’t really able to implement that. I couldn’t really think of a layout for a room that wasn’t having the player zigzag up the room. Although, according to my playtesters, what was in the level was pretty good. At least I was able to avoid the “no clear way to the exit” problem I had with my tutorial level. It was a simple “gather the keys to unlock the exit” type level, and unlike my tutorial level, there was actually a point to it.      Players generally praised the way I set up my keys, as you need two keys to unlock the exit, but there are 3 in total. You can get the first key through an easy or hard route, and then you have to get the second key by passing through some enemies. When getting the second key, I put in a weapon deleter that takes out the Nado so you have to jump through a bunch of enemies to get to the top of the room. There’s a...

2D MegaMan Level v2 Feedback (10/18/21)

     During this playtest, it seems that I have done a lot better than last time (even though I didn’t really do much). I took into consideration what my playtesters said last time, and so I changed up a route in the middle of the map that would force people to take one path or the other. That would be my bottleneck, and I think that room was what made a bunch of people lost previously. Last time, it was just a really long ladder. Other than that, I changed around a few enemies, and made sure that it was obvious where you could and couldn’t go. One thing that I made sure of for this version (but was technically not noticeable) is that you can fall and not die. For example, in the very first room, you can fall to the left and be in another room. Previously the other room also had a ledge where you could fall off of, but that would mean death, so this time I blocked it off. Playtesters generally liked the level, but technically had less to say since it was just pretty good ...

Mega Man Maker Level v1 Feedback (10/10/21)

 Mega Man Maker Level v1 Feedback      Playtesters generally praised the level, liking the variety of enemies and structure of the level. They also liked my use of the background and tiles to fit the Western theme. Finding a background was easy, but I do feel like I reused the Guts Man tiles way too much. I did not expect so many people to find that a limitation though. Since the level was more of an exploratory-type level instead of strictly linear, people also liked the openness of it. Compared to everyone else’s levels, I thought mine was too easy and short, but luckily that seemed to be alright.           Of course, since this is the first version, there were quite a few problems that got past me that the playtesters noticed. The first thing is the openness of the level. Technically, it is pretty good, but one crucial thing I forgot was to show the player where to go. The main route is going down and up in a horseshoe-like path, but ...