3D Level 2 Feedback
Level:
Play Testers:
- Vivian (Classmate)
- Emily (Classmate)
- Henry (Nephew)
What went wrong?
What went wrong was in a specific portion of my level which had to deal with the moving platform in which the player has to press all pads to reveal the switch to open the boss door. This section was very time consuming and very difficult area for the player to complete. Many complaints sated that the platforms were to fast and that having to wait a while for the platform to come back to they can do another section of pressure pads was very tedious. The other problem that occurred during the playtest is that the boss enemy can glitch out and reposition it self to the top of the wall structure at the beginning area getting it stuck. Finally the other problem was that some testers got a bit lost for the objective so some text was needed.
What went right?
Mostly what went right is that most of the puzzles where knowable and solved. The maze section, the tree pillar section and the platforming section were go and can be better with some refinement. The switches all activated perfectly, portals properly, and the pressure pads function correctly. For the boss fight I saw that it was at a perfect hard difficulty since I added the health creates there.
How might you improve your level next time?
For that section having the moving platform I have to make the platform go slower for people to get on the pressure pads much easier. More geometry refinement in come places can be fixed and moved. Deactivate the use gravity on the break able blocks so I can get rid of the block that make them not fall and have them only traverse on the platform. I also can move the breakable blocks to obscure the pads as well. The other thing I can do is have text be placed in certain areas so the objective is clear. to time spent on the moving platforms sections by making objective easier to do.
Were the challenges presented appropriate to the skill level of the player? How was the overall flow?
The difficulty for the game was difficult. however the player skill level was not in flow in the moving platform section. reason that it was difficult for the players to get on the platform and it is very boring to wait for the platform to return. For the other puzzles they were in a good hard difficulty since the monster are what interferes with there progress. The maze and the tree section is fine as it is and the platforming section had to be difficult by utilizing the full jump of the player to cross the area.
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 on finding the switches to open the main door.
Were there circulation elements?
There are stairs, portals, moving platforms, and elevated floors.
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