We each made a 3D level from the Unity 3D Lite Kit, it was only a block out 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. From most of the people that played it said that it taught the mechanics of the level, but it was extremely short and that they would play more if I had it. Most people told me that they really liked my introduction of the jump tutorial in the level itself, like in this example.
I didn't teach the player how to break boxes, so they didn't know how to hit enemies which would cause new players some issues.
What didn't work, for this playtest is the design of the level when I made this level I forgot about the player being able to break out of the map, so that's what happened when playtesters purposely broke out. Like right here as an example.
My really 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. I wanted to teach the player about the breakable boxes so that they knew how to fight a little better than what I did on my map, I wanted to put more into the enemies.
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 very short and linear because I didn't manage my time well enough, 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 get 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 melee like with the breakable boxes. 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 for the first 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.
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