Megaman1 LVL 2 Feedback

 In our second foray into the megaman involved us expanding into a second tutorial level for the game. As with the other one we had requirements to make it simple while still teaching basic fundamentals to the players.  One thing I focused on was upgrading my block usage and sense of environment.

As you can see a lot of work went into getting a color/block scheme I also put some effort into getting enemies that matched the environment as well.


Now for the opening sections, there are 2 ways to approach this section. The best one is by far sliding below to avoid the seal and fire dropper, this is mainly used to try to teach the player about the sliding mechanic and how useful it is. Taking the top level instead presents a more difficult challenge.

Next up? Quicksand!


This quicksand section mainly serves as a slow pathing that amps up the tension getting players used to more cluttered zones without actually being all that cluttered. Main thing is teaching players to dodge and not just charge in shooting as for most enemies of this section that wont work.

Continuing with this the players need to scale the wall dodging shots from above while fighting enemies with them.


Reaching the top u can see the players need to get past these strange looking green enemies before heading back down... however if the players jump onto the green enemies then low and behold


You are brought up to the upper cloud levels, in this area the difficulty is amped up and players always have the risk of falling back down to the ground. 

moving on the upper levels continue to progress equally with the lower levels. The lower level hits a section similar to the previous sector however they need to do some platforming in order to make it up and risk of damage in the situation they fall. Furthermore enemies drop from the sky down below making it harder to platform, again teaching the player to dodge and be mindful of their surroundings 


To make more emphasis on sliding is the final development section where there is a ton of enemies that are difficult to get passed however the player can just slide under them and skip the entire area.



Finally is the final encounter, players must dodge attacks from the split shooters while avoiding mortar shots from the top platform enemies all while the seal in the center charges his main attack to fire at you. This section is honestly my favorite in the level due to its difficulty and sense of "run quickly" it seems to give, especially considering the players can see an opening if they just jump up high enough to get away. It reinforces much of what has been taught, if you take your time and play carefully this section isn't much difficult, however if you try to run through not caring about enemies you will find an early grave rather quickly. Jumping up into the next area you reach a test of faith in which you drop down below and fall into a would be boss room that instead has an energy element for the finale. 

Overall I felt this level had much more polish over the last one I made. enemies felt they had purpose and weren't just placed at random. Main problem however is my level feels very linear, less like megaman and too much like Mario. This is my main point I would fix in the full version different areas and separate pathways likely extending into the upward sections and so forth making the full level more interesting to traverse.



Comments

Popular Posts