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 instead of being forced into one over the other. The simple concept kept it from being a steep difficulty curve and players enjoyed the gimmicks on their own merit as it kept the pieces different but clearly what you expect in a 3D action adventurer or platformer. A clearly defined end goal also let players see what they were supposed to do without me needing to explain it to them which helped.


What went wrong however was bad planning on my part. The first issue was size as the level layout was too big and just filled with empty space. Not the gimmicks themselves as they provided a nice distraction but the in between space leading up to them was a bit to massive for players liking and they suggested that I make it smaller to cut down on the empty space. A big issue with level design had my walls to small as exploiting them to avoid some of the gimmicks was possible so that can be easily fixed by raising their height to stop that exploit from occurring in the future. One key suggestion I had was the placement of warp points at the end of a section that warped you back to the center. The allows the level to flow more smoothing and to cut down on backtracking which players said was annoying and pointless. The lack of health pick ups to restore life was also a sticking point as they felt a bit pushed to not be allowed to make any mistakes. The gimmick with the enemies was said to be too open as you could by pass them if you ran fast enough which was my intention, I was given the option of a maze-like area that had enemies placed at dead ends as a punishment system.

The overall flow of the level as alright as proving a general hub kept players from getting lost or distracting my unnecessary objects and the critical path was simple enough with the elevated platform showing what needed to be done without stating it on my part which was good. The challenges could use a but more reworking as some of them were skippable and exploitable which wasn’t my intention so I feel that this was a rough draft at best for making a completed and fully functioning level that player could enjoy if I touched it up enough. Maybe I would start from scratch but using this as a base for a much better level. 

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