Feb 22, 2018

DnD Map Version 2 - Feedback

As a followup to the previous Dungeons and Dragons map I had created a few weeks ago, here I am showcasing the second version that was designed from feedback on the first version.

My main focus for improving my Dungeons and Dragons map was to create a more coherent flow. Instead of 3 mostly incongruous paths, there now exists a singular main path with two highly optional side routes. On the main path, the boss (denoted by the '2' icon) assaults the player with waves of delayed energy. The player is able to roll to block with a forgiving range of success, but failure results in taking damage and being knocked backwards several spaces. It is possible to make a run directly through and fight the boss within a few turns.


From the last version, I had placed alternate routes for players less lucky or aggressive that missed out on the early shortcut and initial main route. However, I mentioned earlier how they were almost inconsequential, depending on the player's luck. The second path was all but useless due to its off-placed and inconvenient location. There was no reason to bother spending the extra turns to follow it over other paths.

To rectify such poor design, I looped the general layouts into the main path. This allows players a greater amount of choice, as even though the main path is the most obvious and quickest path, safer and less demanding paths exist. The spike trap exists in mostly the same incarnation as before, just with less spikes to maneuver. I find that if the player is presented with a challenge and successfully completes the challenge once or twice, proving they understand or at least are able to beat it, further repeating the challenge is nothing short of frustrating and lazy.

Two options exist for taking on the boss. The first is direct assault. The main path leads straight into the boss with no other turns. Side paths allow the player to bypass the boss' attacks until they get within combat range, at which point they have no other option but to fight. The second option is to take an alternate path along a side route, leading through a tough trapped room, and ending up behind the boss. Taking this alternate path allows players to completely bypass combat with the boss and continue on to the main objective of the dungeon.

Players responded positively to the changes made to my map. They saw them as improvements, and commended their well-thought nature. I hope to continue to develop well-liked levels.