DnD Map Feedback
What went right?
- This first play through went better than expected and taught my players everything they needed to know about the basic fundamentals of the game without disclosing any information. (Covert)
- You must pass through some skill gating to grasp the core mechanics. I start my level off with a jump to teach the player that you will see jumps later on but for this one it's an easy maneuver. This was a well received challenge and went over great with play testers.
- The first room is a large rectangle with a lot of room. Most of the floor is missing and to reach the next hallway you must beat enemies and hop around the floor that is still there. This correctly taught my play testers that you need to make decisions fast and plan the attack
- This room forces a sense of urgency and strategic planning. Only 2 people can fit on every island in this room so you have to determine who will jump over and attack as the monsters keep shooting arrows at everyone.
- The player must move crates to pass through this next hallway. I wanted to teach that the environment can be manipulated and that it isn't just stationary pieces. Play testers loved to move their surroundings.
What went wrong?
- Enemies weren't balanced. The first two enemies were a little too hard. Must've been the rolls or something because I thought they were fine but it wasn't received well
- Map too linear and not enough room for exploration.
- Other than the enemies in the beginning everything was well received but some tweaks need to be made.
What can be improved?
- When we get a couple more weeks in to the course we can add items and boosts and I think that'll free up some room to encourage exploration because as of right now you can only attack, move, jump, hit switches, light torches, etc. You can't really pick anything up .
- Balancing the enemies in relation to the players capabilities.
- Change enemy locations? Possibly.
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