Playtest Feedback and Boss Area Design
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 overcome to progress further in the level.
These mechanics contributed to the general flow and feel of the level, and helped make the level much less boring and bare bones.
What Was Implemented Poorly and Why?
Some additions were not as successful, including:
- Parkour Area #1: There were some areas that you could completely skip over, as well as areas that were not very well clarified for the player.
- Win Area: A simple mistake that displayed the win area message too early.
Boss Area Design
Approach to Layout and Design
For the boss area, I aim to:
- Create a Sci-Fi/Jungle themed arena-tree area, where the boss resides inside of the arena on top of the tree that the player has to 'climb' up to.
- Ensure the layout supports player exploration and peaks player curiosity.
- Incorporate more moving platforms for the climbing area, and possibly the parkour ruins area for more fun and diversity in the level.
Vision for the Boss Fight
My overall vision is to design a boss fight that entices the players to use the environment around them within the arena. I hope to achieve this by creating various ways to fight the boss, move around, and recover mistakes as a player, overall making the fight the peak of the level.
Concept Sketch
Here is a VERY rough idea of how the arena will look.
Additional Reflections
Improving the Level Next Time
In future iterations, I plan to:
- Immediately make the level more visually entertaining and more vertical to promote the player's immerse experience, as I feel like in the first few iterations of my level it lacked verticality and true exploration. (The path was too linear).
Player Skill and Challenge Balance
- Critical Path: The critical path was easy to follow, but a bit too obvious for my liking.
- Flow: The flow of the level was good, however, I believe I need to add more exciting elements to carry the overall experience.
Conclusion
The feedback and insights gained from playtesting Level 1 v2 have improved the gameplay experience and planning for the boss area. I look forward to applying these lessons to my level in order to create a challenging and memorable encounter in the next iteration of the game.
Comments
Post a Comment