^ Destroyed Building Level ^
For my level I was assigned the hardest difficulty of
our game. I worked with Tim and Antonio with the three levels and we received some
positive feedback and some negative. For the positive feedback for my level,
the players once again loved the chest mechanic and loot mechanic that I added
into the level. Every time they kill an enemy, they could loot an enemy and
have a chance to acquire some good loot. The reason the players loved this
mechanic is because they could acquire any sort of loot where they must roll a
dice and it becomes random. They also loved the door mechanic that I implemented
in my level where for them to discover what is inside the room they must open
the door and go inside. The players were worried at first because of the amount
of rooms I added in my level but felt relieved when they realized that they
could not tell what was inside each room which added excitement to the game.
^ Annotated Map ^
What
the players did not like about my level is how closed quartered it is for the
ranged classes. They felt trapped at times where they want to move farther away
from the enemy but can’t because there is no space to fall back. They also did
not like the mechanic of the explosive alien and how it does not pair well with
the level. The explosion radius of the explosive alien is 15 feet meaning that
it could explode up to 3 by 3 squares. Since the rooms were so tight spaced it
caused a bit of a unfair advantage for the player to move away from the
explosion. They also believed that the final area of my level was not too bad
but could be opened more for some ranged combat. What they did not like about
the boss is that he steals the player’s items for 3 turns at the beginning of
the battle. They also felt that since they only went through only a part of the
map that I should structure it in a way where I could tempt the players to
check the other rooms.
^ Scene of Players fighting Aliens ^
I will first plan to restructure my map a bit where the
rangers won’t feel that they are in a tight area all the time. I will take out
the checkpoint room and combine it with the two-other rooms vertically adjacent
to it so it won’t feel that the players are missing a lot of rooms. I will nerf
the boss so after two turns it will then use its special ability to steal the player’s
items and expand the final room also so the players have space to move around. The
players also knew how to use their items thanks to Tim and Antonio as the items
in my level were used in a similar way to their levels. Aside from the
explosive alien which deals a lot of damage to the player in a unfair way
thanks to the level structure, the enemies were tough which is expected in a
hard level.
^ Concept Art of My Level ^
*Credit goes to Abandoned Zone
Link to His Deviant Art: http://www.deviantart.com/art/Last-House-of-Princess-361915527
There was at times where they said it was tough defeating the
enemies but it felt balanced to them since they felt that they were doing some
damage to the enemies. The only enemy that needs a nerf is the alien bodyguard
since it had a ton of defense. It was obvious where the players are supposed to
be headed and they also followed one of the critical paths that I laid out for
them. The overall flow of the level was decently paced but not too slow. Working
with a level design team made the process of making a level a whole lot easier.
I had times where I had trouble trying to figure out what to implement on my
level so it is nice to have two more people throwing out suggestions on how to
improve the level.
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