Monday, 22 December 2014

Dungeon Escape level - Evaluation

The level is set in what appears to be an underground dungeon consisting of stone rooms and corridors. The dungeon is lit by flame torches for the most part, aside from one area which opens up into a cave which is lit through the roof (an opening to the outside world and moodlit sky).

The game objective is to try and escape the dungeon by finding 3 relics which are to be inserted into an alter which in turn opens the escape door. There are also 3 treasure chests in the level that can be opened by keys which are hidden within the level. In order to find both relics and keys the player must navigate through the dungeon by solving how to open gateways using various switches.

Some design concerns which need addressed:


  • These is no backstory or direction, the player has no idea why they are there and what they are supposed to do.
The initial idea here is to create a short backstory which test players can read before playing the level. Another possible route is to use expositional dialogue spoken in game by the character as they navigate through the level.
  • These are no enemies or any traps which end the characters life, this could lead to player boredom. 
Sound could be used to imply the threat of danger such as the sound of a beast stalking the player, however this would only work on one completion of the level. Creating an actual creature which is present and visible is an option but is also well outside of my skillset. Perhaps an invisible enemy could be created and tracked by the player through the use of sound. A timer could also be enforced to push the player to focus more on completion.


  • There is no reward by collecting treasure, when the player escapes the end screen either reads that you escaped with or without treasure.
Hearing a gratifying sound when treasure is found will be essential but also more recognition should be awarded at the end sequence.


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