Journal Entry 2


Date: 18.04.2025

Activity: finalised project B

Notes: I received some feedback regarding my level during the playtest.

A critical bug was found, in the bottom right room, the three doors, that lead to the level exit were overjumpable if you spam inputs hard enough. I was expecting that from initial design so in my first build I made them slightly taller, but that did not stop the speed runners from breaking my level. So now that particular three doors that lead to exit are as tall as possible. 

Also, a singular complain was received in the same room regarding one of the pressure plates being too high above the ground so player had to jump every time to activate it. Fixed.

The main feedback I received and want to specifically address here, is the complexity of the level and complete lack of any tips on how to pass the level. When creating the gameplay of this level I was inspired by three games: Terraria, DOOM (1993), and Trap Adventure. While visuals were taken from the first one, the gameplay ideas were taken from the last two. in 1993 DOOM You have two options. You can speedrun the level killing everyone in 2 minutes or You can explore each room looking for all the secrets it has, which averaged me 45 minutes per level. In Trap Adventure the only thing You know is that You are going to die and You have to remember where exactly to not repeat your mistake the next run. In those two games You don't have any tips on how to solve the level, You just go, search, die, go again until You pass the level. And it is actually interesting in the process. That's why my level has no hints. Also, if I had them one-page design would have become two-page design, which is not good:)



Time estimation: 5 minutes

Invested hours: 2 minutes

Outcome: Polished project B

Files

ProjectB_WEBGL.zip Play in browser
49 days ago

Get Project B

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