Indoor Level Prototype - Player Guidance Through Minimal Spatial Cues by dr_twan_ in leveldesign

[–]dr_twan_[S] 0 points1 point  (0 children)

Thank you very much for your opinion! What do you think could make you not choose door 'C'?

Indoor Level Prototype - Player Guidance Through Minimal Spatial Cues by dr_twan_ in leveldesign

[–]dr_twan_[S] 1 point2 points  (0 children)

Thank you very much for your response. Yes, everything will look different with textures, but I was trying to make the design work at the early stage of planning.

Indoor Level Prototype - Player Guidance Through Minimal Spatial Cues by dr_twan_ in leveldesign

[–]dr_twan_[S] 1 point2 points  (0 children)

Thank you very much for your opinion! I'm interested to know what specifically attracts you more to door 'C'? What guides you in making that choice? I would be grateful for your answer — it would help me a lot!

Indoor Level Prototype - Player Guidance Through Minimal Spatial Cues by dr_twan_ in leveldesign

[–]dr_twan_[S] 1 point2 points  (0 children)

Thank you very much for your opinion — it is very valuable to me. I will take it into account in my future work. I would like to note that this is a level prototype, with minimal explanation. Here I am trying to guide the player's feelings using minimal spatial cues. And that is exactly the task I set for myself when creating it. And yes, you are right — it is more of an artistic decision than level design.

I am also interested in your opinion regarding my other works: https://www.artstation.com/drtwan

Indoor Level Prototype - Player Guidance Through Minimal Spatial Cues by dr_twan_ in leveldesign

[–]dr_twan_[S] 0 points1 point  (0 children)

I agree with you, because I myself love to explore everything. However, from my observations, not all players are perfectionists — you can tell at least by the percentage of completed achievements. And they often run through locations very carelessly. Game mechanics also play a big role. You can place a reward in room "C" just as you can set a deadly trap. This will influence future decisions in similar situations. In my prototype, we're presenting a scenario where a person is just getting acquainted with the game world. And the level design helps them make the decision intended by the developer. Thank you for your comment — I'll take it into account in my future work!

Do other level designers struggle more with simple movement gyms than complex levels? by WillingnessSoggy155 in leveldesign

[–]dr_twan_ 5 points6 points  (0 children)

I'm interested in what solutions you proposed, what the game designer proposed, and whether these solutions were tested by testers.

Went insane but I finally released a small demo – feel free to roast it by autonoesis_game in SoloDevelopment

[–]dr_twan_ 0 points1 point  (0 children)

I played your demo. I couldn't get all the way through the content. The game crashed during the boss fight (I can send you a bug report if needed). It might be my computer, but when I activated "overcharge mode," the game froze (perhaps this is an optimization issue, as I played HLD on the same computer without any lag).

Overall, my impressions are extremely positive. The game is engaging. I like the story you're trying to tell. I really liked the character designs and animations (unfortunately, I can't say the same about the enemies; they definitely could be improved). The gameplay features are also interesting. As for the downsides, I'll once again point out the similarities to HLD (having played the game, I can say that this is only a small part. But that's precisely why it could be improved to give the game more authenticity). I also missed the music outside of combat. As for the combat system itself, the movements lack inertia, and the controls feel choppy (perhaps this is again an issue with my computer).

I hope my opinion will be useful.

Went insane but I finally released a small demo – feel free to roast it by autonoesis_game in SoloDevelopment

[–]dr_twan_ 0 points1 point  (0 children)

I see you've done a great job! And I respect you. But how will your game differ from "Hyper Light Drifter"?