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The people that played my level was Madison and Anthony. Madison picked the mage and Anthony picked the warrior. What went right was that I hit on most, if not all, the elements in this second version of my level. Before, I was lacking any kind of direction or events that would teach the player all the aspects of the game. This time, I added an event where the players had to use their escape move for them to advance to the next room. Next, I added lava in the following room so that they could utilize their jump and float skill. I made sure to make the lava a small distance so that the player could clear it with no issue while still understanding the importance of using the jump and float skill. After that, I let the players use a heal potion on an NPC character so that the players could understand how a heal potion can boost someone’s health points but can also lower them. By using an NPC, the players didn’t have any negative impact on themselves and were shown an example of the heal spell’s abilities. Then, the players had to use light to see what was in the next room. They would engage in combat with two weak enemies that showed the players how attacks and turns worked. Lastly, the players fought a high HP enemy to let the players take some damage and learn about defense. The players said that the flow was straight to the point and that the tutorial taught them how to play the game without being too long or too short. They also liked that there was more than one enemy to engage in combat with and that the level was easy to understand. Also, the abilities that I added worked perfectly and gave the correct boost to the player’s action based on their character’s stats. For example, if the warrior attacked, the player would click attack and a die would be rolled, and the warrior’s attack stat would be added to the dice roll. This was very convenient for the players and made the game flow smoothly and at a quicker pace. What went wrong was that the players were unable to see the enemies' health bar or stats. This led to the players not being aware of the enemies' stats and having to ask the dungeon master what the enemies’ stats were. This needs to be addressed by the next version so that the players don’t rely on the dungeon master to tell them the stats of enemies. Also, it can be tedious for the players to try and keep track instead of having a visual presented to them. I will improve my map by giving the players the ability to view the enemies’ stats and health bar as this would make the playthrough more transparent and the players will have an easier time knowing where they stand against their enemies in combat. I can also add more elements to the level so that the flow and path are more interesting. Right now, the flow and critical path are apparent but don’t have a lot of character to them. This makes the level very informative, but not as fun as it can be. The challenges presented were appropriate to the tutorial nature of the level, because the challenges were simple for the player and didn’t give a great threat to the player's success. With this, the players had a relatively easy time with the level but it was also informing them on the key aspects of the level and abilities that their characters possessed. 

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