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Playtest Feedback and Boss Area Design

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  Level 1v2 Playtest Feedback and Boss Area Design 12/9/24 Mason E. Barravecchia Playtest Feedback for Level 1v2 How Did the Changes in Your Level Help with This Version? The changes I implemented in Level 1 v2 aimed to improve enemy combat feel and puzzles. Specifically, I wanted to create a feeling where the player is challenged, but can still see the end goal to keep up their motivation throughout the level. I added more enemies and parkour I added more areas to explore I added more doors to unlock and more parkour due to the positive feedback I recieved These updates made a significant impact by enhancing the player flow and general enjoyability of my level. What Mechanics Were Implemented Well and Why? Some mechanics in this version worked particularly well, such as: Doors and Switches: I used doors and switches to teach the player how to progress to new unexplored areas. Parkour Ruins:  I used Parkour areas to help entertain the player while posing a challenge to overcom...

Mega Man Level Design Reflection

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Mega Man Level Design Reflection By Mason Barravecchia Designing my own Mega Man levels gave me a lot of insight into how various gameplay mechanics can impact the player’s experience. In this Blog, I’ll explore the design choices I made, how they affected gameplay, some feedback I received from my peers, and what I would adjust moving forward. Adding Keys and Doors Adding keys and doors introduced a fun layer of complexity to my second iteration, requiring players to think fast and strategically. Players now had the option to explore areas less linearly, which added a strong sense of choose-your-own-path type of gameplay. The keys/doors mechanic also created opportunities for player decision-making: should they backtrack for a key or explore a new area? This mechanic fit well, though some players did note that not all paths felt equally rewarding after completion. Weapons in the Second Level In the second level, I added the S.Arrow and O.Slider to give players more combat and movement...

Rage Cave - Mason Barravecchia

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Rage Cave By Mason Barravecchia CAGD 270 10/1/24 The Process Explained: My RPG level 'Rage Cave' was playtested various times by the following players: Els F., Jonathan S., and Robert O. They each played as the Warrior, Mage, and Rouge, and Ranger across various playtests. What Went Correctly: Playtesters and the Professor verbally expressed their enjoyment of the linear design of my map in the early drafts. Players enjoyed the pacing, and simplicity of the map layout. Players enjoyed the unique naming conventions of enemies scattered across the map. What Seemed Off: During some of the later playthroughs, Players noted that there wasnt much variation in what could happen inside of my level. They also expressed feeling somewhat trapped due to how linear the map layout was originally. To combat this, I re-designed the layout of my map, keeping it linear still, but much less obvious to the player that it all funneled down to the same area towards the end of the level. I achieved t...

Wizard's Convergence

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Mason Barravecchia Group 2  - Wizard Generals In the realm of Wizard's Convergence, you and your opponent command rival armies in a thrilling battle, using spells to aid your troops. Engage in strategic spellcasting and deploy battle-ready troops to fortify your forces and vanquish your opponent. Design Process: 1.  Initially, we chose between two of our original prompts for the creation of this game. 2. Early on, we originally were trying to work out making a very complex game featuring automatons that you could control every move of during the game, however, we ultimately decided that that concept was much too complicated for the scope of this class, and we decided to go with something a lot more simple. 3.  We decided to base our game on my original pitch and brainstormed ways to combine our creative ideas into a cohesive concept. 4.  After determining the game's theme, rules, and assets, we refined the rule sheet to enhance playability. We brainstormed additional...