Simple DND Feedback Ver. 2 Feedback

  [The people who played m map was Jeff Hanigan (rouge), me (warrior), and Patrick Williams (ranger).]


Yellow: Newly implemented.
Red: Taken out of the map.

What when wrong:
          What went wrong in this playtest was not having completed the whole map to the boss. Like last time we had some misunderstandings with the UI of the enemies and players but we got over that. the only thing that went wrong was that maybe the map was to long and had to many enemies to finish it completely. also I did not had the experience of seeing the players fight the boss.

What went right: 
            They got passed the tutorial area and continued though the map. having low level enemy be the first encounter was the right choice. Also having tight corridors help with certain players abilities to attack. also the change to the map show where to go to the bottom right but I tying that there was some unnecessary space. the reason that it was unnecessary is because that there was no other reason that anything could happen there like fighting or tactical movement.

How will you improve your map?
            For starters try to make the routes or path of the map a bit shorter so I can complete the play test time limit we have during the playtest session we have in class. also with this change will help break off some unnecessary space in the map for easy path visualization. I can also add some features to my map like holes or doors to make the map more interesting. with these changes I can also change the boss area and how I can give a very interesting attacking field. For example having cover that can be destroyed in one attack.

Were the challenges presented appropriate to the introductory/tutorial nature of the level? / How was the overall flow?
            For the first enemies it was appropriate but the implementation of more enemy further down the map made the tutorial drag on. The enemies weren't that difficult there were easy to beat at first then became higher leveled later. That is what I saw and I felt that if there were less enemies the game would go for the amount of  play test time we had in class. The good thing is that they understood how to attack and how/where to move. 

Was the critical path obvious? (Did the players know where to go?) / Was it obvious where players were supposed to go?
            As stated above that the players did know where to go to fight the boss of this map. The only thing is that there might of been areas that weren't really necessary to the map. I should remove those area to make the final area to go even more noticeable. I still do want to have the players slit off or decide where to go in the map. however for teamwork to happen i need to find ways to edit the map so the players can help each other even if going in different ways like having corridors connecting but not to the point where it makes the player lose that critical path.

            

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