3D Game Level Ver. 2 Feedback
Level:
Play Testers:
Marcus Gill
Emily Book
Anthoney Johnston
Preston Farris
What went right?
What went right with the level is most of the level corrections that I have made from the last playtest fixed the problems people had with the level so far. The the speed of the moving platforms was edited slightly and the enemies didn't need to change. For the new part of the level the things that went right is the teleporters leading to the objective was a nice touch. the other aspect of the level that was good in the final part of the level the platforming was in a good height since it is jumpable from platform to platform but can have the player fall.
What went wrong?
The things that went wrong was mostly in the new part of the level. First of the objective was a bit confusing to some player due to the size of the area. they did not see the door to exit the level so it took more exploring to figure it out. the other thing was that the objectives was to similar though out the levels so some found it boring. the other thing is the enemy placements since they were to spread out which became tedious to take out. the other problem which was mostly an exploit to the 3 part of the level is that the player can jump from the same level platforms without going into the teleporter.
How might you improve your level next time?
From the feedback that I got from the play testers is that for the enemies in the last section of my level can be position in herds since all the enemies can be kill in that area. The other thing that I can improve is to provide some text for the objective since at time the objective for each room is not specified enough. The other aspect I can fix is moving the health pick ups in different locations so it is not in the second floor in the final part.
Were the challenges presented appropriate to the skill level of the player? / How was the overall flow?
The difficulty for the game was very easy as before. The puzzles were easy to solve however turned boring since the same puzzle is repeated. They knew how to progress. A simple find out how to open door.
Was the critical path obvious? / Was it obvious where players were supposed to go?
The path was mostly obvious but it was not to linear since gave a bit of freedom of exploration.
Were there circulation elements?
There are stairs, portals, and elevated floors.
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