Level Design



Mega Man Level

Lost Caverns

January 19, 2022


Taking one last crack at designing levels within Mega Man Maker, I tasked myself with the goal of creating the most spectacular and expansive level I could imagine. That's right, this will be my last level from me, as far as I know of writing this. To show how serious I am with level size, it contains a total of 150 tiled rooms. Of course, the larger the level does not necessarily mean the better, so I kept myself from compromising gameplay length over lack of fun during my endeavor. In order to maintain player attention and avoiding them from getting bored of the same enemy types, set of actions to take, and aesthetic, several design strategies needed to be implemented. And this leads to my concept ideas and inspiration.

First, I wanted to play with the branching path design often found in some dungeon crawlers, adding player choice and replayability. Often times some paths are more favorable than others, which is true here as well. And it made a lot of sense for the player to descend as they progressed, going further down an unknown cavern system. As I worked this out during my very rough concept stage, I began to realize I was taking some notes from the classic Journey to the Center of the Earth story of descending downward to find fantastical wonders and changing scenery. With that, my level has 5 sections: a snowy mountaintop outdoor portion, a lucrative cavern mine, an underground water system, a jungle, and lava-filled depths. This incentivizes curiosity once the player realizes there is more to explore with progression. Additionally, path choices are also rewarded with different power-ups throughout the level, so the player will be given new things to play around with.


It should also be mentioned this time around there was not much to discover through playtesting. There was an attempt, but I got zero responses from the Mega Man community (which is where I searched for playtesters). The best I have to work with is my own experience playtesting, my brothers giving it a one-time go, and 6 thumbs-ups and 2 thumbs-downs out of 15 plays (taken from the Mega Man Maker data). Because of this, I will keep this more of a self-evaluation and review of my level design experience.


The level opens up with you completely unarmed (without any weapon). You are at what appears to be in snowy, rugged terrain and with enemies that you have not much to do with other than to run and avoid. There is a key to find, yet three doors to choose from (each having a different starting weapon lying behind it). From this point on, you are choosing your path, as well as your power-up, and will begin your descent into the cavernous depths. This first path choice is not so permanent, as each of the three entrances are conjoined into a large chasm space. However, the way to go about from one direction to another is quite different depending on that original entry point. Further along these differing paths do become more and more fixed and linear in order to give a sense of worth in choice.


The difficulty when designing this level, besides the amount of time it required, was considering each branching path to be unique, challenging, and fun. With so many power-ups the player can use (up to 4 out of a total of 12 per run), it certainly helped in bringing different mechanics to allow for new kinds of obstacles. However, testing out how each room felt depending on what power-up you might have picked up had its own set of issues. Some power-ups made overcoming obstacles too easy, while others felt completely useless during play. My solution was to carefully space out where the player can easily recharge their energy (ammo) to give more importance to those lesser power-ups as the player is progressing along to reach that next checkpoint. In other words, it gives more incentive to cycle through the different abilities to avoid depleting the better ones.


Other problems that arose include trying to not soft lock the player at any given time. Each room needed to be playtested over and over to ensure this is not a possibility. There are some Metroidvania elements around such as gating the player until a certain ability is obtained. Setting these obstacles up does help lessen the load for testing as there is no way path A could be explored without power-up A, so by picking power-up B or C over A there is no reason to assume the player could have gone down path A. That being said, I am sure there are plenty of issues and loopholes hidden within this level that I have yet to find. In fact, by making a change in a boss room, I inadvertently made it impossible to access a certain health recovery item when it was previously accessible. Funny enough, it can still be accessed with a certain ability, but I assure you this was not the intent.


One thing I learned with level design was how to make a leap of faith actually work. Normally, a leap of faith is providing the player a cliff of sorts to jump from, without them knowing what will happen until the act is done. Usually, they are meant to kill (betray) the player (which is lazy design). And if not the case, players nowadays know better and will not be fooled; thus, unintentionally betraying the player in a different way. How I managed to not fall into this trap was simple and obvious - show the player in 2D they can jump down to something. The player would platform down vertically, hugging a wall to their right. Going a screen over, they now see on the left a too wide a jump to make to a ledge. Now the player must climb back up with this new information, find the proper high point, and "blindly" jump left to that ledge.


There are plenty of techniques, such as the leap of faith solution, that I know I will carry with me going forward with my level design. Weaving linear paths with more open and spacious rooms that interconnect, showing a bit of a room while in another to accentuate the complexity of path choosing, and my favorite has to be creating transitions between settings. Although it's mostly falling through a hole to find a different environment, the intent was to give a feel of surprise or excitement that you have entered a new area. Of course, other design choices can be found in this level such as backtracking, mental mapping, controlling the pacing, letting the player feel powerful, proper checkpoint placement and breathing room, game flow, and boss encounters. Go check it out!


Level Link


Level Map





__________________________________________________________________________





Mega Man Level

Ice Tower Temple

March 21, 2021


Continuing on with my level design endeavors, this time around I knew I wanted to mess with verticality. As is obvious from my concept, I wanted to provide that sense of ascension as the player climbs upwards as they progress. I am also a fan of dungeonesque settings, especially ones that utilize that transition of going inside from outside. This I incorporated into my level as well. Thematically I went for a snow or ice aesthetic, and so my mindset from this point on was to create a towering ice temple akin to The Legend of Zelda. Challenging myself to create a harder level, I ended up using a total of 58 tiled rooms with most acting as an important obstacle. I mixed in isolated scenarios sprawled across the expansive layout, testing player awareness and dungeon navigation, game flow and backtracking, and created interesting pathways and new ways to access a room. Once again playtesters were lacking with a total of three this time, but some of the observations I've made or criticism they provided will be aptly included in summary.


Starting off, the player finds themselves trudging through the snow and navigating the exterior of what would be imagined as the base of the tower and front entrance. A variety of enemies are placed intentionally to pose as an easy fight so that the player can learn of their attack patterns in preparation for what's to come. Along with covering other basics in this early stage, I introduce new mechanics such as ice blocks and slippery floors. With ice blocks I essentially soft lock the player, forcing them to learn how they can interact and manipulate this obstacle. This is to ensure there are no surprises or that feeling of unfairness later on. From what I observed, this beginning area accomplished in acting as a nice refresher and for the player to refamiliarize themselves when going down this quite linear path. This linearity will contrast well with the much more nonlinear gameplay that the dungeon portion coming up will have.


Upon entering the dungeon, the player is presented with multiple paths to go down, with the first room acting as a safe zone and main hub to be returned to (there are several other rooms like this). This is to establish the setting for exploration and having the player get their bearings. Often throughout there are rooms that may be entered one way, but not fully accessible, to keep the player curious about how to reach something that is at that moment unreachable (almost maze-like). By doing this I try to communicate that paying attention and creating a mental map is advantageous for the player when navigating. I wanted to achieve getting the player lost, but not hopelessly lost for long, and I believe I captured just that based on the feedback. Further mechanics, such as the switch (orb), continue to test the player's ability to learn and progress and now in a more elaborate arrangement.


Just like any dungeon I utilize keys and locked doors to steer the player along, as well as gating them through other means by lack of an upgrade. And once they acquire those keys and upgrades, new paths are now open. This adds complexity when the level layout is designed to be traversed openly - referring to the aforementioned mental mapping. My intent with this is to practice and expand my understanding of backtracking, and to see where and why it works and why it's fun. To challenge the player's awareness of the level, and to offer that brief feeling of accomplishment when they figure out where to go. For example, by stopping the player in their tracks with a floor of spikes making it impossible to progress further. Only to reward them with their first upgrade and means to become immune to spikes with a sort of shield, so long as no enemies or interactables breaks this shield.


It appeared the sense of openness and dungeon-crawling vibe translated well to my playtesters. I did, however, notice a brief moment of confusion with the second upgrade: the charge kick. I soft locked the player once again with this new power they would acquire. It can be performed as a jump into a horizontal kick, then granting a second jump afterwards. Teaching this to a new player in the isolated environment I provided failed to deliver. On top of that, to actually perform this double jump proved too difficult and a bit frustrating (as it is required to progress in certain areas). Additionally, far more skilled players could actually exploit and skip a large portion of the level with a precisely timed charge kick - a flaw in my design to be sure. Another glaring issue is one particular checkpoint was placed such that an enemy could attack the player immediately once respawned. An oversight on my part. It is a moment of unfairness, but not game breaking.


Surprisingly, the final boss was regarded as too easy. Now for a level that was intended to be quite hard, this will be something I will look more into in order to provide a challenging experience for the player. Despite that, there was certainly challenge found in the platforming, puzzles, and the sheer longevity of the level. I am very pleased how it turned out. I especially liked my implementation of going outside of the tower to reveal a sense of height as the player continues to climb. It was a lot of fun to make from concept to completion. Much thought, time, and consideration went into designing this particular level, and I do believe it is my best yet within Mega Man Maker. In conclusion, I believe I succeeded in creating a dungeonesque level using verticality, including fun and challenging puzzling, and guaranteeing player satisfaction.


Level Link






__________________________________________________________________________





Mega Man Level

Dread Keep

January 5, 2021


As a way to improve my skills as a level designer, I went back into Mega Man Maker and experimented with level creation while keeping within the premises of aesthetics, game mechanics, game flow, and challenge. Aiming for a medieval theme, I start the player outside in a swampy environment, move them through a castle interior (while also having them go through an underwater sewer system), and ending with catacombs that run deep below. Difficulty wise, I would say I was going for a mid to hard level. Relying on family and friends, I had a total of four playtesters to help me see where things may have gone right and wrong throughout the level. However, I will mostly emphasize on my own thoughts and intentions when describing the level design choices.


Providing only a flaming sword (no ranged combat), and later a shield ability to bounce projectiles away, I changed a great deal of how the player would fight. Enemy types and the amount of them on screen were carefully considered when compensating for melee combat and level difficulty (and also when staying within the premise). With the exception of enemy respawning working against the player, combat overall felt challenging and fair. Combat was never thrust upon the player, rather there would be enough safe spots for the player to position themselves in and analyze how they would go about fighting that particular group of enemies. By including spikes and other platforming obstacles mixed with combat, I am greatly influencing the pacing. Through that, I encourage slow and methodical gameplay in hopes the player does pick up on those safe spots to better judge their next move.


I even added bosses to further challenge the player. I make use of the surrounding area for them to fight in, considering how bosses attack, and again keeping within the premise. For example, I utilize the Petit Snakey enemy, turning it into a three-headed hydra that is found in an underwater cave system. Its snake-like body leads the player from the surface all the way down and back up to a hidden air pocket. This particular area I make use of backtracking as well, as the only way to leave is to go back where they came (but now with a key). And how the player gets around changes - the same obstacles are approached differently depending on whether they are going in or back out. As I watched the playtesters, there was a definite sense of relief and satisfaction when they reached the checkpoint and obtained their first key. Meaning everything up until that point may give the player a good enough challenge, and for them to feel excited to move on.


I tried to implement some puzzle elements to the level as well. They are in the form of block puzzles, opening path puzzles, and solve by memory. It tests the player's attentiveness, albeit the puzzle aspect itself is not terribly difficult. It is just enough to get them to think, and to provide that feeling of figuring out the answer. One block puzzle, the underwater section within the castle area, was especially liked by players. It further showcases backtracking, added nice game flow, and provided problem solving moments for players. It shows the player several paths for them go down, and to find a way to allow a block to sink further by destroying eggs that are keeping it up. How the block and eggs interact with each other while underwater had been previously taught to the player, so here it is only a matter of exploring.


As mentioned before, a shield upgrade is eventually picked up by the player. This is to add complexity to gameplay by providing them with more tools, and to give them a good change from the default melee attacks. For example, the Hammer Joe enemies that are sprawled across the level are arguable quite tough to deal with when relying solely on the sword, but once the shield is obtained they are a cake walk. This is to present to the player a challenging enemy type, then give them a nice upgrade, and let them learn just how much more powerful they have become. That sense of feeling stronger was the intent with this new power-up. However, after watching my playtesters, it was not clear enough to them how the shield mechanic worked. Even after providing an obstacle that requires the use of the shield in order to progress, it simply did not communicate well enough to the players.


The final area of the level, the catacombs, is intended to overwhelm the player with more enemies on the screen. Obviously, as one progresses they should expect things to get more difficult as they go. I treated each room as a difficult scenario, and chose unique ways to challenge the player with interesting obstacles. With one last final boss to defeat, the level would end with the player hopefully feeling accomplished. When I designed this level, I challenged myself to create it with longevity and a change in aesthetics in mind. To paint a picture for the player, and to always surprise them with something new around the corner. With the use of art assets and enemy types, I hoped to convey the setting, mood, and some semblance of a story. And I kept combat simple enough - giving the player an easy and quick switch between the sword and shield.


Level Link






___________________________________________________________________________________





3D Level

Hard Level

May 4, 2020


Now that the player has learned the basics, it is time to put those skills to the test with some challenging gameplay. The premise remains the same (Sci-Fi and jungle), but the scenario for the player is set to be a level leading up to a boss fight. This is the intent for my level. However, any hint of challenge is nonexistent in this current version, unfortunately. I underestimated the amount of time necessary just to build the framework of the level: game space, platforming, and boundaries. Nevertheless, I believe what I ended up with still offers testing the general idea. My playtesters were kind enough to realize this, and considered where content may be placed as it is otherwise lacking.

I had a total amount of four playtesters. They looked for circulation patterns, platforming, and if it was obvious where to go. For these things, it seemed like everything went right. One player did say they got lost briefly, however. When gathering the multiple switches in the latter end of the level, the paths to them seemed too similar and was disorienting. And although the platforming was fun and appreciated, the general consensus is it was too easy.


Things suggested by my playtesters for improvement are adding enemies and puzzle elements. As mentioned, my level is rather empty, so it comes to no surprise I need more of this. It is definitely something I will implement when going back to working on the level. I also received a lot of great ideas in how I could go about filling in the space. For example, the open space below where the final door needing switches to open could be filled with acid. This idea is very similar to my original intent, so it is very reassuring to receive such like mindedness. My plan is to place acid in a way that makes it seamless to jump down and begin exploring the lower area, but backtracking and making your way back up becomes an obstacle. I also plan to make platforming more difficult, and try to make the paths more unique in its content to avoid the player from getting confused.


Filling in the empty space, adding challenge with enemies, adding color, and even including a bit of world building are other things I wish to add to my level. I do plan to set a story and tone, a grim atmosphere, that will be given through text. Maybe messages, or recordings, that the player can listen to while within the bunker-like rooms. The rooms will act as a nice break from gameplay, but also an opportunity to flesh out an immersive story.


I am very pleased to find that my level did flow nicely, in terms of the player moving around the game. Staying consistent to the theme from my intro level, while making the game harder to meet the expectations of a pre-boss level, are areas I will put much of my attention to. Again, I am always appreciated for the feedback I receive from playtesters, and wish to make a more fun and challenging level for the final version.





___________________________________________________________________________________





3D Level

Intro Level - Version 2

April 23, 2020


For my revised 3D intro level, I ended up with a total of five playtesters that had nothing but nice things to say. What had worked before continued to be recognized, such as the well executed backtracking and how the player moves through the game space. Additions I made that were equally as appreciated: the narrative, using color to give the level a sense of identity, and having generators made more clear. With the narrative, all I did was add a single text at the start of the level, but this was enough to give players a story to follow. I am very pleased, and honestly surprised, that adding a simple message can convey so much. Color, of course, helped breathe some life into my level. And for the generators, not only was there no confusion about them, but one playtester noted the clever use of their placement as it helped guide the player into the right direction.


This time around there were no glaring issues whatsoever. That being said, feedback suggested platforming could have been made slightly easier. And this is even after I had made major adjustments to all the platforming sections of the level. Other slight improvements that could be made were little things like having the level be longer, or teaching the player about the generators earlier on in the level (just in the off chance that gathering three to open a door later on may still be confusing). To make it full proof, so to speak. This time around with enemies moving and attacking as intended, no playtester felt this part of the gameplay needing my attention for any reason. It seemed my intuition was enough with gauging what the appropriate level of challenge is needed for a beginner level.


If I were to make further improvements, I would certainly start with the suggestion of making my level longer. By this point, I would have free rein as to how I would go about introducing new content. This could add more fun just as easily as adding new problems, as there would be more areas to test. So I would have to be careful. Another piece of advice - teaching the player about generators earlier on in the level - is something I would definitely consider adding. I did add health pickups in this revision, and maybe it was well explained as they were readily available in places with enemies. But, I believe I could do an even better job teaching the player about them. Again, it appears the difficulty in platforming is a bit too high for the context of the level, and continues to be an area for improvement.


With platforming aside, it does seem like the challenge presented was very much reasonable for an intro level. In fact, all my playtesters had agreeing responses in that it was not too challenging. They also agreed on the obviousness of where to go. It seems my level design remains to keep the player on the right track. And with the use of generators, as mentioned earlier, it gave the player something to pursue. Some kind of task, or end goal.


To reiterate, playtesters responded very positively to my level design. This tells me I was successful in going back and making those much needed improvements (save for the platforming). Even the subtle change of redesigning the moving platforms to be more engaging seemed to translate well. As before, it created a bit of a lull in the gameplay. This time, no one seemed to disapprove of that particular area. Overall, everyone had fun playing!





___________________________________________________________________________________





3D Level

Intro Level - Version 1

April 15, 2020

Once again, I have been tasked in creating an intro level for an action/platformer. Only this time it is 3D, using a provided 3D game kit designed for Unity, and a new template (Sci-Fi and jungle themed). For my level, I had only three playtesters total, but I did receive excellent feedback nonetheless. Players thought the backtracking elements were well implemented, and the level length was reasonable for introducing new game mechanics. Little details for the level layout, like tilted objects for interesting platforming, was liked. They also seemed to enjoy the large acid pool section, which is where much of the backtracking took place. Platforming, even though it was considered too challenging for a beginner level (which I will get into later) was fun in its own right. Overall, my playtesters seemed to enjoy themselves.


As for what went wrong, enemies were not working properly. It seemed enemy pathing was not exported correctly as all enemies were running in place. This is an error on my end as I failed to provide a properly functioning level, and hope to have a solution for the next playtest session. Enemies aside, other problems players had was the unnecessary and precise platforming, considering the finicky character controls. It was regarded as too difficult, as mentioned earlier. Although, checkpoints were appreciated to compensate for this. The balcony section, at the start of the level, was annoying with its invisible wall. I was trying to go for an optional view for the player to look ahead, but it fell flat. My use of multiple switches (I call generators), to open a door, was something not so well explained. Objectively, this could confuse a new player, so more clarity on that is important. Finally, that brief moment with the moving platforms had too much waiting going on.


Improvements I wish to make for the next version: have platforming made easier, better explain the generators, shorten the distance moving platforms travel, and get enemies working right. With enemies moving and attacking as intended, it may be too overwhelming considering the context that this is an intro level. I may mess with enemy stats, and include health pickups, to balance out the damage players may receive. As for the balcony, I may either create a sort of window so the player does not have to experience jumping into an invisible wall, or scrap it entirely. I would also like to delve more into making the level feel more jungle-like and mess with the aesthetics, whether it be creating more organic shapes or adding color to terrain.



Players never felt lost throughout my level, which is good. I believe my level did well in its circulation. Getting the player to move around in the game space, instead of just going in a singular direction, seemed to come off well. Especially in the section with the large acid pool, as I mentioned before. In this area in particular, players were directed well through the platforming bit, and could visibly see where and how they would go about traversing it. As far as difficulty ramping up appropriately, it is hard to say. Since enemies were not working in this version, whatever challenge I meant to offer with combat is nonexistent. I am very appreciated for the helpful feedback, and am glad my level seemed to cover the basic mechanics just fine. I will take the criticism I received to heart, and go back to make those improvements.





___________________________________________________________________________________





2D Level

Mid Level


April 6, 2020




Now that I have taught the player the basic mechanics of the game with an introductory level, I am to design a level that offers a challenge. A level that would be best placed somewhere in the halfway or latter half of the game - a mid level. I was also given a new template (jungle themed) to showcase a new aesthetic.


For my mid level, I had a total of six playtesters to provide me feedback. Players expressed how much they enjoyed the backtracking by using locked doors and keys, teaching new upgrades, and platforming. Everyone liked the use of the rain mechanic (save for one player), how it works for and against you when jumping, and how this was taught to the player through basic platforming. More than once, playtesters commented on how they would have to think about one particular part or another. Players generally had a lot of fun going through my level, and one even saying it was a favorite of theirs. I am very happy it was so well received, especially the backtracking with the use of keys. It was something I put much thought into and tried to make use of. It helped my level flow nicely, and I am glad my efforts paid off.


Much of the criticism, however, was very mixed and is difficult to ascertain what could be going wrong with my level. As mentioned before, one player disliked the rain and found it to be annoying. Some said my level was too hard in the context of a mid level, while others felt it to be too easy. But, there is one definitive problem shared by all my playtesters: the spiked wall. Players were misled in believing they had to double jump over it (using the Super Armor) with the aid of the rain, all because there was an opening for it. Yet, this is an impossible and not intended jump. Another design mistake I found, that no one else noticed, is an exploit. In that same area with the spiked wall lies a checkpoint that is supposed to be unreachable from below and accessed later. By adding terrain after the fact, I ended up creating a way for the player to double jump and reach said checkpoint.



Another issue, although minor, seemed to give playtesters some trouble. As the player was faced with platforming upward, a particular spike became their bane as the many attempts to jumping over it often resulted in death. This can add frustration and annoyance for the player since the last checkpoint is quite a ways back. Other useful feedback ranges from wanting to see more content some rooms showcased to wanting more enemies as well as more variety to them. These are things I would certainly like to explore and experiment with in order to improve my level. As for the big issues (being the spiked wall, exploit, and the platforming spike), they need only simple solutions. Either eliminate the visible top of the spiked wall, or remove the whole thing entirely. Remove the terrain to fix the exploiting. And for the platforming spike, a simple adjustment to its position should be enough.


As far as challenge goes, I do believe I presented a good amount throughout. Considering some playtesters thought it was too tough for a mid level, and others saying otherwise, it creates a nice median. From what I could observe, it seemed like the platforming offered a nice challenge while combat not so much. In particular, the Super Armor just made the player a bit too powerful, and negated much of the combat I presented with its homing missile arm. It turned combat, which is supposed to be engaging, into a sit and wait game. Players did not seem to mind this though. After all, the easy combat can give the player a sense of progress in contrast to the platforming that may have slowed them down. Overall, I think I nailed it with providing the appropriate level of difficulty.


Setting the spiked wall aside, my level seemed to flow very well for players. As mentioned before, players especially enjoyed the use of backtracking with presenting them with a locked door, steer them down a different path, and loop them back around with a key they grabbed. Another area that was appreciated was the room where they receive the Super Arrow upgrade. The player is essentially stuck, unless they learn how to utilize their new power by creating platforms out of arrows. Just like this, I was able to communicate to the player throughout other parts of the level that it is clear they must go a certain direction. Players were moved through every space of an area, looped around and back, revisited areas again, and were led through interesting paths. I believe I accomplished a mid level with good flow, circulation, and challenge.


Level Link






___________________________________________________________________________________





2D Level

Intro Level - Version 2

March 21, 2020


For my revised intro level, I had eight playtesters try it out. Much of what was liked before, and what I kept in from the previous version, continued to be well received: sliding areas, enemy encounters, introducing mechanics, platforming, and the flow of gameplay. Everything the player needed to learn in order to progress translated well for the new playtesters. And once more, they have said it felt like a proper intro level, which was reassuring. Playtesters also commented on the aesthetics - liking the change in scenery between being outside and underground. Other new feedback, which confirms the level leading the player, came from players acknowledging where exactly the two path option splits and meets again. This tells me for certain I have succeeded in guiding the player throughout my level, and in a non-disorienting way.


A necessary change I made was adding more checkpoints. This eliminated the frustration players may have had from regressing further than deserved after dying. I also ended up implementing spikes to my level. It was my intent to introduce them immediately after a checkpoint since they are a one-hit kill obstacle. This way should the player die to the spikes, they are sent back only a few paces. Players seemed to appreciate the fairness of this. Other changes were made with fairness in mind, such as spacing out enemies and making platforming easier. And especially the removal of a particular Met enemy that acted as an impossible scenario after the player went down and back up a ladder. It essentially forced the player to fall down after being hit, and I did not want this.



With more checkpoints the level felt far too easy. I decided to fill in the level a bit by adding more content. I believe I found a nice balance between the challenge of overcoming obstacles and rewarding the player with these checkpoints. Players really enjoyed the use of an enemy standing on top of destructible blocks, and that you must first break those blocks before you can fight said enemy. Little moments of player and game interaction such as this were not missed by my playtesters, and so I feel my choice of level design here was well executed. And although I took an effort to extend the length of my level, one player wished it could have been longer. Or at least left me with the advice that it could always be longer. After all, if it is fun, why not offer more gameplay up until when the fun is gone.


An interesting point one playtester told me was to include some sort of surprise for the player, as well as to allow the player to experience death. Perhaps in combination of these two things, what he meant was to present the player with a situation that requires you to throw yourself at the game to see what would happen. This is sort of the case with my mention of how I introduced spikes. The player can test and see exactly how these spikes work without there being a huge setback as the checkpoint is placed just prior. Having more of these moments for the player to really test their capabilities is something I will certainly consider in the future. It is also in good practice to have the player face dying as its own kind of obstacle, so long as there are checkpoints to compensate.


One last observation that I found interesting, and got me thinking, was one player became hesitant to approach quicksand. This particular scenario happened to be right where the player may choose from two paths. One leads you to quicksand, and the other a ladder to climb down. The player thought the quicksand was dangerous. Naturally, he climbed down the ladder. Of course, this goes against what was mentioned earlier about giving the player opportunities to throw themselves at the game, as there happens to be a checkpoint placed nearby. That being said, I could always improve my level by forcing the player to interact with quicksand sooner, and so that it does not become the deciding factor for this player choice. Albeit, the ladder path does force the player to drop and land on top of quicksand. Regardless, this was a small moment of confusion that can be alleviated through good level design.


Level Link

___________________________________________________________________________________





2D Level

Intro Level - Version 1

March 7, 2020


As a level designer, I was tasked in creating an introductory level (to teach the player the rules and abilities) within Mega Man Maker. I was also given a template (western themed) to work with. Overall, my level was very well received by the six playtesters that tried it out. They said my level had good length and flow, it played like an intro level, and one playtester even went to say it felt as though they were playing a real level to a game. The rules and abilities were definitely taught, and were taught within safe environments. One noted that I forced the player to learn and use a new mechanic before they were able to continue. For example, halting progress by presenting the player with destructible blocks early on so they know how to interact with them later, or teaching the player their limitations to jumping by forcing them to perform a rather tough jump.


I am happy to say there was not a whole lot of what went wrong, but there were some things to consider based on playtesters' words of advice. Some of the platforming proved slightly too difficult for some players. In particular, anywhere where I placed a single falling platform may have been slightly too tough in the context of an intro level. Also, many had wished there were more checkpoints. It did not feel too good when they get near the end, die, and be sent back farther than desired. Someone had suggested I add additional obstacles, like spikes or traps, to give the player more things to learn. After all, this is an intro level, so whatever I assume the game to be overall I ought to teach the player all elements as early as possible.



To improve upon this version, I will certainly pull back a bit on the more challenging platforming bits. However, adding checkpoints will be a bit more difficult for me to implement. Do I simply throw in one or two new checkpoints? This may make my already proven to be beatable intro level that much more easy. Perhaps I simply move already existing checkpoints in better locations. Or, I can extend the level slightly by including new content in between these added checkpoints. One glaring issue which I took notice from watching playtesters, and surprisingly no one brought up, was the respawning of a particular enemy. There is a Met enemy that is guarding a fork in the road (I have two optional paths the player can take). If the player chooses to climb down the ladder path only to change their mind and climb back up, then the Met will have respawned and promptly attack the player. The attack is practically unavoidable, and forces the player to fall down the lower path when hit. This unfair scenario will definitely be fixed within the next version. Lastly, I will try to somehow fit more features, such as spikes or disappearing and reappearing platforms, to enhance the level in its purpose of teaching the player the game's contents.




The level offering challenge, and presented appropriately, was apparent. The enemies never felt too hard to overcome. The scaling of enemies was also done well as new foes were thrown at the player without them feeling underprepared. Again, the flow of the level was well executed, and I was given a lot of positive feedback on really forcing the critical paths. In other words, the players knew exactly where to go, and never felt lost or confused. Circulation elements, such as using every area of space for the player to go, was noticed. Players also appreciated the choice of choosing one of two paths, as mentioned earlier. Overall, they enjoyed my level, how it stayed within the theme, and how I handled introducing the mechanics and obstacles every step of the way.


Level Link

https://megamanmaker.com/?level=381745





___________________________________________________________________________________





Simple D&D Map

Version 3

February 21, 2020


For our final version the theme of the level was changed, and we were tasked to fit our original level design into that theme. The theme being a prison break set within a post-apocalyptic world where aliens took over. I went with the route of having the players be the rescue team, implemented prison cells throughout the level for them to check, and threw in a success or fail unlocking mechanic that did not simply guarantee players access to these mystery rooms. Other changes were made, such as names and functions for items, to fit the theme. Stats for all classes were also changed, and so further stat balance with enemies was necessary to accommodate.

Of course, Andrew and Connor playtested my Version 3 map. Andrew being on Ranger this time, and Connor again on Warrior. They had no issue with the roles they played, but did feel the enemies - besides the boss - were a tad weak. Both really liked some of the items and their uses such as the Molotov Cocktail (can create fire spaces), Levitator Boots (to Jump), and the Cell Key (associated with unlocking prison cells). They felt the dark room, and the addition of enemy movement, was greatly improved. The dark room was made more interesting as they moved around aimlessly, not knowing if or when they would be ambushed. Again, they had an opportunity to light up the room using a Flare, so there was a level of fairness. Lastly, being able to lure enemies through fire, and damage them this way, was a well received change.

The things that did not work for them were the checkpoints, and, in particular, the double-locked prison cell. Connor mentioned that the checkpoint negated much of the point of the challenge throughout the level. For example, to be able to constantly die, be brought back, and continue a fight where they left off (not resetting health). Although, I did not reset health to enemies for the sake of time, and so Connor saw it my way. As for the double-lock sharing the room with the Boss, both felt the risk for trying to open it was not worth it considering the reward is unknown. Both he and Andrew just skipped it and went straight for the Boss.


What improvements I would make is to adjust enemy stats, and actually reset enemy health when players are sent back to checkpoints upon dying. Also, the matter of the double-locked cell. Because Connor and Andrew did not know how valuable the reward would be, the Prison Ally, they were not incentivized to take the risk and opening it. After the playtest session, I had revealed what they could have had, and they realized then the purpose of this level design choice. What I took from this is to somehow make this final prison cell be worth investigating. Perhaps the final room could have nothing but the prison cell, which in turn would encourage curiosity for players in opening it. Whether it succeeds or fails, only then will the Boss appear and pursue the players. Should players fail to open it, the decision in trying for the second attempt while a Boss is coming for them is the kind of tension I was originally wanting to create.


One thing I did not get across well enough was the mechanic of enemies following players should the line of sight be broken. The upper most red enemy (Gunner) is placed in such a way to demonstrate this, had Andrew or Connor hid. It would have taught them both this interaction as well as enemies being able to take damage from fire. Instead, hilariously, they ran straight for it, jumped over the fire, and fought it head-on. In order to better teach this mechanic I would need to better design the level to allow more opportunities of this interaction to happen.


As both Andrew and Connor faced against the Boss, they understood the idea of guiding the Boss through the fire. Andrew especially liked the Molotov Cocktail in its use against the Boss. To be able to pick a space for fire to go, and have the Boss walk into it for guaranteed damage. Had they obtained the Prison Ally (along with line of sight being properly taught), the concept of running away may have clicked as it grants a considerable amount of attacking power, but reduces player movement. It is a trade off, and it makes the player think of movement as a resource. This would also be made more clear if, again, the Boss' health reset after a player dies and both are sent back to the last checkpoint. Had Andrew and Connor had more time with fighting the Boss, they would realize simply standing around fighting it will most likely get them killed. It insists players to run away and fight more strategically.






___________________________________________________________________________________





Simple D&D Map

Version 2

February 17, 2020


Once again, Andrew and Connor playtested my map. This time Andrew was on Mage, and Connor on Warrior. Both enjoyed the combat more in its fairness and how enemies react. The beginning stages felt more balanced, and the level overall seemed to scale well in difficulty. The themes for my rooms remain the same, but I did make alterations based on the feedback I received in Version 1. I attempted to give off the illusion of semi-linear gameplay between the dark room (now in diagonal) to the following room by having multiple paths. During play, I would cover up the top portion of the room and leave only a small bit to reveal three potential paths, two actual paths and a dead end with an item. Andrew and Connor seemed to like this change.

As for what needs more work, both agreed the beginning room to be unnecessary in its need for pillars and the dark areas around it. I thought to encourage and reward curiosity, but instead they simply ignored it and moved on. Since defeating enemies already rewards you with items, they thought it was pointless. Connor suggested to either force the players to have to maneuver through these dark areas, or just remove it entirely. Another change they would like to see is how I would reveal the next rooms. This time around I did cover up what lied ahead, but once a player entered a new room I would reveal it and its enemies in where they were placed (not including the dark room). Andrew and Connor thought I should reveal enemies only once their characters were moved in further. I also had this rule of having only melee enemies to move toward players after being attacked, and ranged enemies to not move at all. They highly suggested I have all enemies give chase.

For some reason not having enemies be more aggressive has been a huge oversight, or an afterthought. I will definitely include this in the next version. This opens up to the possibility of having enemies take damage from fire spaces (now marked with a fire symbol) as well. It will add a whole new dynamic with the fire and offer strategy. In this version, I also had enemies hidden in the dark only attack should a character run into them, or end their turn while adjacent to them. I asked if it would be too unforgiving should the enemy ambush the player, but they seemed to think it would be a good change.

Things what worked before like the flow and challenge of the game I left relatively the same. After finding out I needed to rebalance enemy stats based on the playtest of Version 1, I simply went through several scenarios of classes rolling against enemies for combat. I believe I found a reasonable place for them. I also added an addition to the possible items players can pick up along the way: the Broken Shield. It sets the player's health to one point should they receive a fatal blow. This was added as sort of an insurance if ever the enemies prove too tough. I believe it helps the flow of gameplay more so over if players stress out and rely on the Heal spell while in combat. To implement items is one thing, but to give players opportunities to make use of their rewards is another. Especially if it keeps their momentum instead of stopping it.


Similarly to the flow and challenge of gameplay, teaching the mechanics was also kept the same. The first enemies being easy, the Torch dropping prior to the dark room, placing fire before the player for them to use their Jump, and player gratification through items after defeating enemies. Other than the inconsistency between melee enemies running toward their attacker and ranged ones staying put, I think what players needed to be taught has been covered appropriately. One minor adjustment I believe is necessary for clarity is that after entering a fire space will it do damage, rather than after your turn is ended as it is written on the gameboard. Just another oversight.

There was much discussion about the boss. Andrew and Connor both liked the room layout and concept behind the fire spaces surrounding the boss. However, they were expecting to have to pull the boss away, maybe make use of the pillar and hide behind it to reposition the boss and then fighting it, but this was not the case. With the boss sitting still, Connor (on Warrior) mentioned how useless he felt as the fire spaces really only seemed to affect his class. This goes back to making enemies follow their attackers as well as fire spaces working for the players: damaging the boss as it moves through them. This is a definite change I would like to implement for the next version.





___________________________________________________________________________________





Simple D&D Map

Version 1

February 10, 2020


For playtesting, Andrew Nave and Conner Howard played as the Rogue and Ranger classes for my map, and offered their thoughts for the level design. For criticism, Andrew, on Rogue, felt the enemies were too powerful for his class to handle. While Conner, on Ranger, discovered he could exploit the lack of range I set for some enemies, and would fight them with no contest. Other things such as the dark room (where the orange pieces are) was not visually clear that it is dark, and the two initial fire paths (marked in diagonal) they found to be unnecessary and suggested there should be only one. Overall, the game they felt to be somewhat linear. 

Things that worked were items and the flow of gameplay. Both agreed that obtaining items by defeated enemies was a great way to keep the players interested. Because of this, movement mattered. As the players, they were encouraged to continue playing. After they understood the concept of the dark room, they actually found it to be interesting and cool. Conner suggested the walls in the dark room to be entirely invisible to the players, and to have the players actually check the boundaries until they found the pathway to the next room. This would also give my map a less linear feel. As far as the Boss and the room you fight it in, they thought it was fairly balanced.
To improve my map, I will take the advice of removing the unnecessities, and adjusting the rooms to feel a little less linear. Initially, I set the stats for enemies with 4 characters in mind, not 2, so there is definite need for changes. Between Andrew being overwhelmed in combat, and Conner sniping from afar, it is obvious where these changes need to be made. Increasing enemy range, giving enemies movement, and for them to be slightly weaker is a good start.


Despite enemies being too strong, I do believe the first few were at a reasonable difficulty (they were easily dealt with). Along the way certain items were dropped after enemies were defeated, such as the Torch or Potion. The Fire Immunity, being obtainable just before the fire path, offers some level of fairness for that player to continue unhindered. Other powerful items could be found prior to the tougher red enemies and Boss, being the Twin Blades and Orb.

Since my map was fairly direct, players were easily led through the level. The overall flow felt right. From what I observed, the next room always felt slightly more challenging than the one before it. Andrew did like how I turned a corridor, or choke point, into something more engaging like the fire path. Teaching and utilizing the Jump ability was my intent with this. During play, the orange enemies in the dark room would be hidden from players. I introduce the Torch item just prior to the dark room, giving players an opportunity to make use of it. It also helps remind players of their spell: Light. If they do not take the hint, enemies could potentially ambush the players.

I do feel I accomplished teaching the players the mechanics. Using Jump for the fire paths. Light for the dark room. Easy first enemies to give players a taste of combat, and help gauge their fragility of having a health of 5. Rewarding players with items after they defeat enemies. Lastly, giving players room to move around offers more engaging gameplay.

Comments