DnD Version 2: Alien Escape

In my Dungeons and Dragons session of “Alien Escape”, the players enjoyed the mechanics of the game and the enemies. The players liked the structure of the level as it was not tight spaced and it offered a lot of tactics to use. They also loved the chest mechanic that I added in the game. Instead of the player unlocking it, I added a roulette system where if they land on a certain number the they get the specific item that goes with the number. 


There is a flaw however since they did have an easy time killing the enemies. They felt as though if they were given the weapon that doubles the damage they do against aliens they felt that they could have one shot them. They also did not like the final area of the map where it is too opened spaced which felt was unnecessary.  They also felt that the optional room in the room was unnecessary too since it did not offer any importance other than a chest that I put in there. 


They didn’t manage to finish the map since I put too many enemies to deal with them. To fix that problem, I plan to shrink the level, add less enemies and a bit stronger ones too. It was obvious to the players where they are supposed to go. I also plan to take away the areas between the warden’s office and the safe room since it dragged out the game for too long. I added a key system that requires them to obtain a key to move on to the next level. Every time they unlocked the door that would activate a checkpoint which they ended up not using. I wanted to force them to use the checkpoint system so I will probably once again make the enemies a bit stronger. 

The players did like how the enemies were in balance with their skill level but they said they were prefer it if they were a bit farther since we are not in the tutorial phase anymore. They enjoyed how they started off the game with no weapons and immediately they had to face the boss without even knowing it. 



The boss at the beginning at the game was perceived as a weak alien in which the player is tempted to punch it. Once they did punch it, the weak alien became enraged, grew giant muscles, and overwhelmed the players. Then the players ran away from the boss by closing the door behind them as planned. The enemy pattern that I implemented in my level is that there is always going to be minions defending the alien commanders with their high defense while the commanders are glass cannons. 

The overall flow of the game was smooth at first when it came to the first area but then the pacing of the game went even slower when they went to the next area. It started to slow down in the shower room of the area since there were a bit too much enemies that they caught attention which caused them to run away from battle. This was not supposed to happen since I intended them to fight all the enemies to progress but sadly even when the players started to avoid battles they still ended up not finishing the game. 


They also knew how to use the items in battle correctly since I added durability to them. They used them in the situations where I planned for them which went according to plan. Since I am shrinking down the area, I also plan to add items to the corpses of the enemies that they created.


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