MegaMan Level v1
CAGD 270
2D Mega Man Level V1
For this playtest, I had five people play and provide feedback for my designed level. Three of these people I watched as they played throughout the level. For these people that I observed, players ran through the level twice. The first run was to experience the level, and the second to point out specific areas that they though needed improvement or that they enjoyed. The goal of this playtest was to gather as much data as possible in order to improve the player experience while experiencing the level.
I don't have a lot of experience when it comes to Mega Man, however, I have played other similar platforming games. Jumping into this level editor was very intimidating because of all of the options that are offered while editing. Being limited to certain blocks from certain games helped reign in the scope of the game.
Overall, the playtest was very helpful in discovering where players had the greatest hiccups. My players all had experience with playing video games regularly, and got through my level without much difficulty. They understood the mechanics of the game, as well as the basic theme of each enemies attack. The length of the map felt correct when comparing better runs of the level of the faster players versus the slower testers. I was also able to see that players understood the core path of the levels very easily, even for a 2D game.
Watching them play, I was able to discover where the greatest flaws of the level were. Each player seemed to have trouble with slower parts of the level, barely trying to avoid damage since they had enough health to run through haphazardly. This feedback helped me space certain encounters throughout my map differently.
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