Unity Level #2



What the playtesters loved about my level is the lighting that I added to the berries that I planted on the platform. Some of the reviews states that the lighting helped them follow the critical path to the end goal while some playtesters states that I should either brighten up the lighting on the berries to make them a bit more noticeable. They loved the beginning area also since it did create a story where the players understood what was going on. 



What they did not like is how the bottom level feels a bit too boring. There is not enough action where the playtesters feel that it was fun trying to go through the bottom level. Also, they did love the idea of the tree section but it was a bit too unfair to platform on. Sometimes to get to the next platform they had to be on the edge of one platform to get a running start to jump to the other. One of the playtesters also did not like the lighting on my map. He said that it would be a bit better if there was lighter to the map so the player could clearly see where they are going. The camera angle needs to be fixed too so the player could tell where they are jumping. 



When it came to finishing the game, they believe that the ending was a bit boring. They did not like the idea that there was little platforming at the end when they were barely introduced to it in the tree section. The playtesters felt that it would have been better if there was at least some platforming leading up to the end or some new game mechanic that may spice things up in my level. One of the playtesters made a recommendation where I could make an upper part to my level by using the big trees which I agree with. Another play tester also added that to make my map feel less empty my whole map could just be focused on one big tree instead of two. The players felt that the map was not too hard except when it came to the tree platforming. They found that part of my level to be the most difficult. Although they were a bit annoyed with some of the jumps that they had to make that seemed tedious, they enjoyed the section nonetheless. 



The overall flow of my map is if they follow the berries with the lighting on them then they will find their way to the end goal. The players saw these berries and mostly all of them felt that they should follow the berries since it hinted that they were on the critical path that they needed to take. Most of the playtesters knew that if they were to fall from the trees then they will have to get through a bunch of robots to get to the ramp which led to the start of the level where the player could try again and platform on the trees. 



Some of the playtesters decided to look for other ways to beat my level which sadly there was not. Since my map was so open they expected to at least be rewarded for exploring the areas. What I plan to do is add different paths to the end goal with a unique obstacle course to them. The players knew that the light guided them to the end goal and the robots cause you to restart the game. Anything that seems climbable to the players was simple to find out according to them.

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