Megaman Level 1 Version 2 Feedback
Ragalla Seliby-Kaplan
When developing the
second level using the first as a base was a simple task as I was able to
implement various aspects of design I wanted in my previous level. Unlike the
last level however I felt like I ran into the problem of inconsistency as when
making this one I mainly went by the seat of my pants when designing it.
Ultimately, I had a clear vision of the max size of my level and how I wanted
it to end but getting there was basically me filling up the spaces until I got
there.
The linear levels I want to avoid as I feel they are too simple.
When making the level I
had much more creativity flowing from me than last time as I was used to the
system even after the updates. Creating levels was like drawing and I just let
whatever came to me out and honestly if worked out in my opinion for the best.
I kept the overall linearity of the level deciding that if I was going to
expand the overall design into having more roots then I was going to have to
start from scratch and tear the whole thing down peace by peace so I decided to
scrap some ideas like alternative routs and instead focusing on the difficulty
curve that was an issue with my last level. I removed some enemies stationed
right after area transitions as being knocked out of one area and back to
another caused enemies to respawn and having to destroy them all over again. I
also placed some enemies further away towards the end of each square in the
level to give players a reasonable response time to attack them. This reduce
the number of times my play testers died, and I felt was a better design
choice. I also incorporated a different type of enemy that didn’t break the
theme but was more on the flight or fight side of enemies that could be
destroyed for health pickups or avoided.
The rising escalation I am looking for in my design but still a bit too linear.
What went wrong however
was the downside of making levels on the fly. The clear lack of consistency
with the first and second level designing was noticeable as one clearly felt
like it ended but just kept going on. I needed to have a consistent escalation
of enemy’s health and challenges for my level which I couldn’t have when making
two separate assignments. One idea I had was having the level be bigger than
what players would see and only be shown to players who accidently fell down a
bit expecting to die but rather find a whole second part of the level they
didn’t know about. The other challenge was difficulty as some felt my level was
too easy and boring without a proper challenge of enemy placements. I could
rectify this with better enemy formations and adding more health pick ups and
check points to better get the feel of difficulty but not constantly killing
the player. The idea of alternate routs is something I have been toying with in
my head but confused on how I implement them. I had the idea of having the
level be linear and the alternate routes only being exposed if you do something
contrary to your gaming experience. This is the first level in the game so
getting players used to the idea that there are no actual pit falls to
instantly kill you would be a bit of a mind screw and exploration gained from
doing things no game would seems like a good Idea that I can try for my next
level design or maybe just when I am creating levels on my own for fun.
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