We each made a 3D level from the Unity 3D Lite Kit, and now we're making an update to what we changed and how it went. The objective was still to only block out a level, but it was still fun overall. I was challenged in the layout because of how the blocks act in a 3D space, I'm taking 180 but that's more for coding and not for level building.
The playtests overall went pretty well with only a few issues. Everyone that played it said that it taught the mechanics to give the player a basic understanding of the mechanics of the level, but it was still short, but not as bad as last time and, I was still told that people would play more of the level if I had it. Most people told me that they really liked my introduction of the jump tutorial in the level itself, and they also liked the first enemy introduction because it was taught right after you broke boxes, like in this examples.
What didn't work, for this playtest is the design of the level when I made this level I honestly didn't think to make twists and turns, so it's just a straight line. Really should have thought that one through more.
My short level overall didn't really have dislikes, people liked what I had I just had to add more length.
One improvement I would want to make is about the length, it's a linear hallway with a few rooms teaching the player the basic mechanics. When I introduced the spitter enemy I didn't introduce it alone which was a mistake, because the player doesn't know how to counter it.
My level has good progression, but not enough material to progress through. Like I could have had another jump section to make sure that the player knew the jump mechanic, I also could have had more objects like switches and moving platforms.
I may have put too many enemies as a first encounter even though they could be one hit, it could be intimidating and they need to be eased into the combat and not thrown in.
When playing through the level, there was a pretty clear critical path that players went on.
My overall flow of this level was with rooms that taught the player something when they progress through them like the first one was jumping, the second one was health and enemies, the third room is poison.
My level was short and linear, but I tried to get the basic teaching mechanics in there. This could mean a very boring level, but it depends on how you present these linear levels, and it seemed like others liked it for what it was.
For every person that played my level, none of them asked me where to go, but they did get purposely out of my map, but other than that my playtesters knew exactly where to go.
I then interviewed Sam, one of my playtesters and asked him what I discussed above.
What went right?
The level even though it was short, did teach the jump mechanic and the melee in a very approachable way.
What went wrong?
That wasn't a real tutorial to first introduce the player to the spitter. The jump part could have been too easy, but it also forces the player to jump so it does its purpose.
Were the challenges presented appropriately to the skill level of the player?
I may have put too many enemies towards the last encounter, my intention was to have them fight an enemy then have them fight the first encounter in my level, but that didn't happen.
Was it obvious where you were supposed to go?
It was very obvious because my level is a straight hallway that isn't that long in the first place.