A simple mistake in creating game levels
In this blog, I'll be listing a problem in game design and how to (possibly) fix it. So, without further ado, let's begin;
Areas the player gets stuck in
By "player gets stuck" I don't mean a hard or complicated puzzle, I mean areas where the player can't get out of. These can come in simple forms like, for example, an empty pit with no way out, unless your players remember you included a 'Restart' button, which breaks the feeling of immersion.
To find out if your game has any areas like this, watch play testing sessions closely. If your level doesn't have any easy-to-get-stuck-in areas, do more play testing until you find one. Only stop until you are REALLY certain that there are no places in the level where players get stuck, I mean you must be REALLY sure.
And finally, to repair it if one does come up, try putting something into that area that could either kill the player (maybe fill the pit with fire, for example) or something to help them out (like a lift, for example). Check to see if your implementations work to get the player out of that sticky situation and, once it works, play test again.
-- Ben24x7 --
- Ayliffe
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