MegaMan Project
Mega Man Project
How did adding keys/doors affect all of your levels?
Adding keys/doors to my level is easy considering I just need to remember where all the locations are connected to a certain point like a key connecting towards the door. In addition to that, the level itself does give the player to explore and solve what areas that should be completed while traversing and discovering weapons or enemies instead of having the beginning straight to the end as I think it is important to have obstacles to make the level much more challenging, learn and fun.
What weapons did you add to your second level and why?
The weapons that I added in my second level are M.Buster, S.Arrow, and O.Slider. The reason why I added S.Arrow is due to the fact that I want players to experience new ways to get from one location to the other. For O.Slider, I wanted players to be powerful and rush through enemies quickly.
How did adding weapons affect your level?
I added a weapons module so that it is placed in a specific area that the player needs or requires.
What mechanic was the biggest success in your levels?
The biggest success in my levels in game mechanics are player can slide and past through enemies
What mechanic was the biggest failure in your levels?
The biggest failure in my levels in game mechanics are sliding weapon (like O.Slider) as it doesn’t immediately took out the enemies
What went right?
The arrow weapon (Like S.Arrow) went right as it taught the player how to utilize weapons and ways to traverse throughout the levels.
What went wrong?
What went wrong is that the parkour levels were a little difficult to manage so I had to edit them to balance the game.
How might you improve your level next time?
I will improve the level next time by structuring or planning out drafts before implementing it and test play it to make sure it is easier to play from the players. While adding the fact that I need to make sure which enemy is appropriate or belong in a certain area that the player can manage as an intermediate level and ensuring that there won’t be any unbalancing game issues in the future.
Were the challenges presented appropriate to the skill level of the player?
I think the challenges that were presented appropriate to the skill level of the player were intermediate as it’s not too hard, but also not too easy as it requires critical thinking and using strategies to get to places in my opinion. However, I do feel like it is difficult considering the fact that the enemies that I added were appropriate to be present in certain areas or not and how some of the weapons itself won’t function sometimes that would make the game consistent like the S.Slider. These challenges that I analyze after examininging the game may be crucial for me as I need to make sure that the levels should be intermediate for all player who experienced or don’t experience the game no matter the skill level that is necessary.
Was the critical path obvious? Did the players know where to go?
Based on the feedback I have received, players did know where to go, but it does take some time if players aren’t familiar with the level due to the fact that it might look hard.
How was the overall flow?
I think it is good at first, but I believe there should be more improvements when it comes to the difficulty of the level like for example there are too much enemies that makes it difficult for the player to move or going from one location to another, while also having too little enemies as it would make the level a little too easy despite it feels like a straight line with little obstacles. In conclusion, It is hard and challenging gas balancing the game is probably the weakest portion when it comes to how difficult the level should be and how the players can experience when playing the game without getting confused.
Were there circulation elements?
Yes there were circulation elements such as a lot of parkour, ways to avoid enemies, dodge bullets and utilize weapons to move across levels.
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