Mega Man level v1

I had many players test my game, so I did not get the chance to log all of their names in my notes. I created this game with the restraints given in mind, and attempted to create a map which followed mega man as he investigate a mine. I had the players test my game with a PS4 controller, which I was slightly worried would hinder my players. Luckily, they said they adjusted quickly, and that is wasn't an issue.

What went right?
First, the players said my placement of the checkpoints was good, and felt fair and balanced. They remarked that while some of the checkpoints could be moved slightly, their overall placement in terms of ideas are good. Next, the players each expressed that the level functions well as a starter or introductory level, albeit with some flaws which will be discussed in the next section. The players also expressed that they enjoyed the enemy variety in my level. They enjoyed the ranged enemies, the stationary melee enemies, and the pseudo-boss towards the end. They did have a problem with said pseudo-boss' placement, which I will cover in the next section.



What went wrong?
The players gave me lots of valuable feedback during the play tests. First, they mentioned that the aforementioned final enemy of the level had an odd placement. The enemy was placed in such a way that the player could easily avoid the enemy and finish the level. The players recommended that I add a boss door, so the player would not only be forced to fight the boss, but so they would not be interrupted in the middle of the fight by a passing enemy. The players expressed that this is a prevalent problem throughout the level, with many areas having easily-skippable enemies. They recommended that I added some sort of incentive to defeat the enemies, such as doors which only open once enemies are defeated. The players also recommended that I add a section which teaches the player how to slide and how to jump. Finally, the players unanimously recommended that I add more challenge to the level. While the level works well as an intro, the players agreed that the level was a bit of a breeze, and was quite short. They recommended that I extend the level as well, as there were some encounters which were too cramped or could have benefited from an extended platform.


How might you improve your level next time?
Next time, I plan to add some areas with doors to help close off certain areas. I also plan to add a few more enemies and extend the level. I plan to add more platforms to my level, as the verticality I was attempting to make here could be more prominent. I played it too safe, and the vertical sections were much too short and inconsequential. Next, I plan to add a section which teaches players to jump and slide through the level.


Were the challenges presented appropriate to the skill level of the player?
Yes and no. The players said that the challenge is appropriate for an introductory level, but that it may be a little too easy. I believe this is due to my attempt to balance the level, as there is only really one area that has any sort of difficulty in terms of enemies, and it is quite short.

Was the critical path obvious?
Yes, the critical path was very obvious. Every player guided themselves through the level with ease, and expressed how easy the overall direction was to follow. The ladders at the end of each horizontal sections provided a very clear direction for the player to find, without directly pointing it out with an arrow or a sign.

How was the overall flow?
The overall flow was mediocre. While the direction of the flow was good, the flow itself was quite clunky due to my lack of doors and separated areas in the level. With some clear room designation, I can easily fix the flow.

Were there circulation elements?
Yes. I added ladders to circulate the players vertically, but sadly that is about it. I plan to add doors to circulate the players forward through the level that act as entrances.

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