2D MegaMan Level v2


 CAGD 270

2D MegaMan Level V2

For the second version of my mega man level, I overhauled a variety of the major encounters in the level. The included changing the layout of the map during an encounter, as well as changing enemy spawns altogether. I believe that this adds a much more consistent gameplay experience, and allows players to improve their skill against an enemy type.

 Below are some examples of encounters that have been modified for a smoother gameplay experience:

Before Images:




After Images:




Additional Changes



What went right?

  • The map was a good length and provided very different time completions depending on the skill level of the player.
  • Provided a good look at numerous mechanics.
  • Felt like the map was full. Players didn't have a lull between area.
  • Enemy spawns were fixed and didn't have respawning enemies.


What went wrong?

  • Level felt too easy.
  • Too much health to pick up in the level compared to damage taken.
  • Players with more gaming experience were able to run through the level and rushed past most enemies. Implementing a way to stop enemy passes and adding additional platforming would be a good fix.


 How might you improve your level next time?

  • Moving forward with my level, I would lengthen the level as a whole to add more depth in the areas that are already populated. 
  • Reducing health/adding damaging enemies.
  • Make health a more valuable resource.


Were the challenges presented appropriately to the skill level of the player?

  • I believe that this iteration of my level is appropriately designed for beginner players. It introduces mechanics at a slow pace.


Was the critical path obvious?

  • The critical path was obvious, as the level is designed to have a single direction focus.

 How was the overall flow?

  • Players testing the game were able to flow through the level easily. The more advanced gamer went through much more quickly as they were familiar with the mechanics of the game compared to newer players.


Were there circulation elements?

There were no circulation elements in my map. It was designed with a single direction for the tutorial level.


Was it obvious where players were supposed to go?

  • It was obvious which direction the players were to go. As players progressed, they were exposed to different mechanics in the game.




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