The players loved the new map that I have made. I had one
partner who already participated in my last map and a new partner which gives
me a fresh first impression on this new map. What the players liked about my
level is that it was not closed spaced. The players chose the warrior class and
the mage class. The mage felt that there was a lot of room for him to maintain
his distance from the enemy and heal his teammate. The warrior felt that the
room went to his liking as it was not to open where he would struggle to get to
an enemy.
Speaking of enemies, they did not feel that they were a bit
overpowered for a tutorial level. They said that there was a slow rise and
difficulty each time they clear the area and head into the next one full of
enemies. The boss was not too bad either and it felt balanced. The boss has no
magic so it could only fight adjacent squares but when one teammate goes down
it prepares an attack using a chain to drag the player to him. The players said
it was fair since they thought that the mage would be too overpowered with his
float ability.
There was some mechanics in the game that were not used to what
I expected or was not used at all. They didn’t manage to reach the chest where
they would have learned how to unlock it and they did not jump over any pits in
this map. The mage sort of did float over the pit to make himself out of range
from the boss but that was it. I also wanted to encourage players to explore
the map and try the two different paths that I provided but I failed to give
them the motivation to do so. There were also 2 enemies that they completely
skipped that would have been fun to fight with if they decided to check the
other paths.
I would like to improve the layout of my map a bit more when it
came to enticing the player to check the other path. Maybe hint at a secret
loot that could be found at that path or just flat out plop a chest within
viewing distance. Although they took 1 path, which was the hardest, the players
were aware that both paths still lead to the boss room. I have taught them
mostly how to fight and use their abilities but also how to use the items in
the dungeon. There were only two items in the dungeon and both were stun
potions that takes away the attack phase of the target for 1 turn.
There was a
time where the player was supposed to learn about the escape command when they
encounter the two special enemies or the boss but it ended up not happening.
When the boss has dragged the mage, he was focusing more on reviving his
teammate and damaging the boss instead. How I would like to improve on that is
by possibly setting up traps around the map where the player will eventually
run into one and learn how to escape.
The pacing of the game was good as they
did not go through the dungeon too fast and ended it within 16 minutes which
was a great time. The rolls on damage were decent and defense but in the future
I will make the map a bit smaller to cover for the bad rolls they make and the
enemies. The repeating steps of the players were to fight, defend, study the
area, and move.
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