Mega Man Level Design Reflection
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...