What went right the second time.
- This time I added more rooms and options for the player even though we still can't have items be dropped.
- Warp room. The warp room to collect a key that opens the boss room was very well received and play testers like the idea of not knowing where they might end up.
- The enemy health was well received as well. The boss put up a good fight but at the end of the day you want the play tester to win of course. Challenges were appropriate.
- The availability to go wherever but whichever way you go opens the boss room. This allows players the illusion of control whilst keeping the game very liner. Flow was good.
- Corridors. The hallways were very well received. All mechanics were taught except jumping.
What went wrong the second time.
- The enemy spawns. The enemies were a little spread out. Not too spread out but spread out to the point where it's too random. Centralizing enemies provokes tension.
- Too linear? I put a question mark because all roads leave home but at this point in the CAGD semester I don't think there is a lot you can persuade your player to do. "Is that health potion worth the trip?". Something like that. I do think these paths are good for the player right now however.
- Nothing to teach you the jumping mechanic. I forgot this time to add a mandatory jump in the level like last time to teach the player how to jump.
What to improve the third time.
- Try to make the enemies and boss more dynamic. The movements, the attacks, and the defense, all of it can be modified and improved.
- Mandatory jump mechanic.
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