3D Level 2 Feedback
Ragalla Seliby-Kaplan When designer my latest 3D level I manage to incorporate the more open-ended design but encountered some issues from my critiques. Starting out I made 3 mandatory areas that had to be explored but I set them up in a way that allows the player to talk them in what ever order they like and even have them be settled on a platform that allowed them to over see the level before going their so that they know perfectly what they are getting into and what would be the best option to start with. I made each of them based on a specific gimmick such as platforming over acid, combatting monsters, and dodging moving blocks that could crush you. At the end you must hit a switch and go out the same way you came in but if you made it through the first time a second go around would be easy. My playtesting showed that people appreciated being able to see what lied ahead of them before going there as it allowed them to go about the level in whatever order they liked in