Daan Kools - Game Designer
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Level Design Feedback

Einar consists out of 1 big level which we divided into 3 different zones each with a different dedicated designer. When I refer to "a level", I'm referring to one of the zones. The zones are: The Fishing Village, The Cave Section, The Mining Village. There have been lots and lots of feedback moments, but not all of them have been recorded properly by me. So, I'm just including a few snippets that I have kept/could find.
The Fishing Village
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Pre-Alpha Feedback

The Designer asked me to give her some feedback regarding the fishing village. This was right at the point where we were supposed to reach Alpha, but didn't quite make it yet. Below is a batch of screenshots I sent to her with added-on feedback.


​Alpha Feedback

In this instance, the designer had some issues with improving signposting and thus creating a clear path for the player. The Level Designers all provided ideas (and I did as well). 
Foto
Before
Foto
Before
  • Fire blows smoke in direction of bridge
  • Block the sightline to the pier from this angle. That way, the pier will only seem like an option from the position of the bridge. (Use barrels, crates, maybe re-use a Wagon)
  • Make the red cliff steeper. Doing so will make the path next to it a bit smaller and less inviting. And in contrast, it will make the path towards the centre more inviting.
Foto
After

Foto
Before
  • This path could be a bit bigger, in order to make it more attractive. 
Foto
After
Foto
After

Foto
Before
  • Make the terrain next to the bridge path steep, so the player can’t walk up there. It’ll invite the player to go towards the fish lines, and fight the enemies. 
Foto
After
The Cave Section
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Alpha Feedback

Foto
Feedback:

"Here is something we hadn't considered before. Here you can see the starting area of the cave. If the player were to turn around their camera a few times, they would have no idea of what is forwards or backwards anymore. In case of combat happening, this could be really problematic. See if there are some assets you can use that you can maybe slightly point in the forwards direction, so there is a clear distinction."
Foto
​Feedback:

"This part needs a lot of improvements. I just accidentally ran straight ahead and fell off the level. The player is supposed to go right, but there is currently nothing stopping them from going straight ahead. Either make use of an invisible wall (which isn't ideal) or block it with assets such. Seeing as it was mined by the vikings, maybe you can place some safety fences. Blocking the viewpoint is also an option, but it's a good one, so that would be a shame."
The Mining Village
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Foto
Feedback:
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​"My only real issue with the level is this section. The player could stand there and if they're patient take out all the enemies 1 by 1. I really do like the player having the drop on the enemies there, but I think we should find a way for the enemies to be able to fight back. Or at least after a while. Maybe some ranged enemies in the back, that only show up after you kill a few, for example. Otherwise the enemies need a way to get up, which is more work/complex. But being able to cheese the entire final fight, shouldn't be possible"
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  • Home
  • Charlie Ticklefingers
  • Internship
  • Einar
    • Design Vision Changes
    • Design Supervision
    • Developer Stories
    • Additional Tasks
  • Other Projects
    • KYODT
    • WAK!
    • Mine Drift
    • Strings
  • Contact