First prototype

After many iterations I finished our first prototype map. This map is divided into 3 sections of increasing difficulty. The first section exists to give the players plenty of safe space to get used to the controls. The second area introduces 1 of the 2 enemy types and then later on that same area I use them to create pressure without actually putting the player in danger. Finally, the third area introduces the 2nd enemy type and the “½ tempo” tiles. This last area also works as the final challenge of the level where the player is tested on all of the mechanics he has been taught.

The 2 types of enemies we created are the patrolling enemies and the rotating enemies. The patrolling enemies move following a patrol route and will hurt the player character if they occupy the same tile. The rotating enemies are set in one position and will damage the player character if they step on the tile directly in front of where the enemy is looking at. 

As mentioned before, now there are two types of tiles, “1 tempo” and “½ tempo” tiles. The “½ tempo” tiles allow the player and the enemies to move faster.

The main objective with this map was to see if I could make a fun level with only the mechanics we already have. The secondary objective was to see if this length was good enough or if it needed to be changed. From testing it we learned that the general idea of moving around the level is fun and that the enemies are easy to understand but it  feels like it is missing something to make it really engaging. As for the length, though it was fun we feel it would be more interesting if we make it larger.

We also gained a few unexpected learnings from the test. First, the player should have more space to move, right now it feels a bit restrictive. This goes for both the space the player has to move around and for how many enemies are in an area. Second, the rotating enemies cannot be used in “½ tempo” tiles. It is way too hard to avoid them while following the tempo.

We’ll proceed by making a prototype that is larger in size and movement space. Also, the enemy placement will be spaced more and the rotating enemies won’t be placed in “½ tempo” tiles.



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Second Prototype

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