3D level 2 v1 Feedback (1/1/2021)
My level was a maze, so it was a decent design. Players generally liked it, as it was a smart and easy way of doing a level design. I literally just googled “maze generator” and copied off of what I generated. Enemy placement was praised as well. One person noticed that you couldn’t jump over the walls, which I’m glad they saw. An extra thing I did was make the crystals have a different material and it was funny. People liked that. Of course, there are problems that come up with a maze, but for the most part it was pretty neat.
The main thing I can talk about here are the problems brought up. First off, since it’s a maze, people will get lost. Even though that’s kind of the point, people will get annoyed by that. I wasn’t sure how to label the areas, but one person suggested using landmarks. For some reason I thought that I should somehow paint the walls but a landmark is way easier. In a maze, there are also a lot of dead ends, which is also not very fun. It was kind of difficult figuring out how to place enemies and pickups in a way that didn’t frustrate the player, but I also didn’t want to put stuff everywhere and lead the player astray from the actual path. Maybe I could buff the smaller enemies a bit so that it feels like there’s a point when you find a health pickup. I might’ve added more health to them, but they’re still quite easy to kill. The only enemy you’d lose health to is the boss and that’s if you just try to run past him. I think you can dodge him if you run against the wall.
I put in a checkpoint, but it was kind of pointless since you can kind of just spam the boss to death and it’s no biggie. (Although I kept it spammable since I figure that’s what players would want to do.) Plus, you’d see the boss before the area where the checkpoint is. To be honest, after I finished the maze, I wasn’t really sure what to do about the boss area, so I just did whatever. One person also mentioned that the boss was too big for the area it was in, so I’ll need to keep that in mind for next time.
One thing I was thinking about was that the level seemed kind of short to me (it's just the maze where you find three switches and then you spam the boss to death). In the next version, I was thinking of putting another floor. It would have a maze like the first floor, but a different one. Also, it’d be somewhat bigger since the first floor’s maze is a lot shorter than I first thought it would be. I’d put the boss from the first floor on the second floor and maybe replace the first floor’s blank area with some other challenge. Maybe there could be some kind of puzzle, but can you even do that with this gamekit? I don’t know if there’s much you can do other than smacking the enemies around. One of my first ideas was to have a bunch of teleporters that moved you to some other place in the maze, but I feel like that would complicate things way too much for me and the player. The teleporter is already confusing to work with. I guess it inflates the play time and gives a point to the checkpoints.
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