MegaMan Level v1.5


My playtesters were a bit different this time around. They weren't CAGD students who've played megaman maker levels before. They were friends (still college students).

What went right?

The level was challenging, but rewards exploration. I added more secrets-- more chances to find healing packs. For example, there was a side ladder to the top-left of the mountain. Once you climb it, you’re rewarded with a healing pack, but also information on where the next healing pack is. Every playtester saw it, and used the two healing packs to their advantage.

I improved the level's visuals. The laboratory looked ridiculous last time, since I didn’t know the tilesets as well, and the transition from the lab was awkward. Now, it looks (kind of) more like a laboratory, Plus, I added new enemies that fit the theme more.

I fixed the ‘death pit’ area, and nobody mentioned that area as a problem anymore. I added ladders to the way down, and moved the pit farther to the right of the screen. Even if the ladder isn’t necessary for the player, it did give them a sense that it’s the right way to go. And for the secret, I made the sliding-area closer to the right-edge of the screen.

I added more platforming. This was a big problem a lot of players had, and I agreed with it. Inspired by a particular level I played, I added a secret terrible one-ladder room. I don’t think any of my playtesters found this section, but if they did they would most likely skip it anyway. Ladders with a wall on top are difficult to use, since they require high-precision controls. I think I could have added more platforming, but I didn’t want to drastically change the layout of my level.

No weird camera issues this time. The camera does not follow megaman, which was a problem last time. Enemies don’t spawn in the same room, unless you leave a room, and come back.

More platforming


What went wrong?

The level may have turned out to be too long. I added extra parts at the beginning (bottom of the mountain), middle (the lab on the mountain), and the end. The time to shoot for was still an average of 10 minutes. One of my friends beat it in 20 minutes, while another beat it in 10. I was surprised by this, but now I think I know why this happened. My playtesters before were CAGD students who have been making megaman levels, so of course they will be able to complete the levels quickly. My friend who took 20 minutes, however, mentioned how difficult the level was to him. I’m not sure if he has played megaman before or not, but if he did I bet it is less than my last playtesters.

The path remains linear, but this time around a friend mentioned the level became mazelike. He said it felt like he didn’t know where he was going.

I tried very hard to avoid this issue, but one of my friends complained about how whenever he entered certain rooms he’d always get hit. I had this problem last time, fixed them, and with the new additions to the level I guess I created more. Since I’ve nearly memorized the level at this point, I will sometimes oversee things like this. This is why playtesting is important, and I ended up removing some enemies to prevent unfair attacks.

How to improve next time?

I will be on the lookout for more rooms with unfairly placed enemies. For my next level, I would like to include even more platforming.

Secret overly-challenging room none of my playtesters found.


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