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Showing posts from March, 2023

CAGD 270 - 2D Mega Man Level 2 - 3/28/2023

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       What went right during this play test and game was that the player did not struggle too much with finishing the level. Something that the players really liked was the way I introduced the weapons and the ways that I allowed the players to use them. The players also like the variety of enemies that I used in the level and how they were placed into the level. For example, the first drop and the part where you climb back up the players liked how there were enemies on the side that were shooting at you while you climb up and drop down.            Something that went wrong was that one of the weapons would be deleted if you were to remove the weapon and then die before hitting the checkpoint. What happened was that when you respawned back at the bottom you were left without the weapon and the weapon spawner container would not respawn, so you were stuck at the bottom on the climb and were stuck there. I designed that part of the level to make the jumps with the weapon and without the

CAGD 270 - 2D Mega Man Level v2 - 3/22/2023

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  What went right during the playtest is that the player was able to beat the level without struggling on it and being stuck on the same thing for too long. What went wrong is that there were a few spots where the player was set up in a way where it was very difficult for them to pass those enemies without taking any damage from any one of the enemies. I can improve this next time by playing through the game multiple times and seeing if the enemies fit into the spot that they are in and whether or not they could overwhelm the player at any point. The main thing that went wrong was the last part of the level where many play testers were saying that it was a little difficult and that they were struggling a bit on that part. Another area where they thought there were too many enemies was the long straight away where I had enemies on the floor chasing you and enemies on the roof shooting at you.      The challenges were presented at an appropriate point and it was not too much for the pl

CAGD 270 - 2D Mega Man Level v1 - 3/8/2023

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       What went right during the playtest is that the player was always able to find out which way they were supposed to go. For this level, I decided to have the path of the level be very linear and not have too many different paths they could take. Another thing that went well is that the spacing on many of the enemies was good. The player never seemed to be overwhelmed by enemies coming from each direction. This is a good thing because this level was supposed to be sort of an introductory level and so I tried to make it seem like the player was able to relax at many points and also take it slow.       What went wrong is the play testers seemed like there were too few enemy types. Some of the play testers were saying that they would have liked to fight different types of enemies instead of the same three enemies all game. Many of the players seemed to finish the level extremely quickly, and even though many of them have experience playing platformers the game seemed a little too sho