Posted April 20, 2025 by lekib
The previous post outlined the implementation for a pre-feedback version of the level from my Project A level design. This post provides an update to the level based on feedback from a playtesting session at the practical class held on 15.04.2025.
Date: 20.04. 2025
Activity:
Notes:
Thankfully, all the people who played my level enjoyed it. They said it was challenging but fun which was my main goal. No new game-breaking bugs were discovered, apart from the ones I myself discussed in the previous post. Before getting into changes I implemented, here is the playtesting feedback notes:
First, the easy changes were adding arrow signposts to areas where players were uncertain where they had to go (at acid lake and drop down to undergroud section), adding danger signs in a visible place above where the spike and enemy are at drop down to underground section, fixing the invisible wall clipping, and adding different (URP) shader to acid lake. The hard changes all went hand in hand and sort of canceled each other out for the final experience. Namely, it would be quite difficult to change the difficulty of the level without explicitly going against the Project A level design. However, if, for example, the double/triple jumping bug was left in the game, along with the no reset after second death, this would provide a meta way of keeping the experience enjoayble for people who are struggling, but also allow players who are up to the challenge to make the choice for themselves wheteher or not to use these "bugs turned features" :) Originally, my intent was to fix them, but after having an extremely hard time with the double jumping bug (unable to fix even with help of professor and mind numbing amount of trial and error on my own after) I thought it might be a good idea to leave both the bugs in the game because I saw how helpful it was while people were testing the game, especially since the professor also said it was ok if I didn't manage to fix it.
Invested hours:
Outcome:
Final version of the implemented level, available as an HTML embedded WebGL version (attached also build .zip)