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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