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Level Design: Simple DnD Map v3

  • Who played your map on its final iteration? (Player names and their chosen class)

  • What went right?

  • What went wrong?

  • How did implementing doors/keys help or hurt your level?

  • How did the players respond to the items introduced?

  • Notable changes that you made from your first iteration.

On the final iteration, the players of my map were Anish and Jewel. Sadly, Kafka was sick on the final iteration test day and so they did not play. Anish chose Warrior and Jewel picked Mage.


Lots of things went right in my playtest! Although having one less player did greatly alter the experience of the level, the playtest still went very well. With a brief explanation, my players were able to fully make use of all the macros/character abilities I had implemented in order to streamline the gameplay, and they were a massive time saver since I didn’t have to calculate the damage numbers myself. The new elements I added to the game like the hares also provided some fun surprises to the players!


Not a lot went wrong in the playtest, however there was a secret item hidden in my level that ended up not being found, although the unfortunate nature of hidden secrets is that they will stay hidden for some players, so I think whether or not that part of the level needs changing would require multiple tests to see how many players are finding it and how many aren’t.


The implementation of doors and keys was pretty smooth in my level. My first iteration had gates that had to be opened with switches, a mechanic that functions very similarly to doors and keys, so my level was already built to support locked doors and keys to open them. While similar, the two mechanics both have different niches, so having both of them in the same level was useful!


When implementing items in my level and removing skills, I knew that I still wanted to have some of the skills still regularly usable by my players, in order to achieve this, I provided my players early on with one healing staff that doesn’t break. This allowed the party to still have reliable healing, but also meant they would have to decide who would be best suited to carry the healing staff. I also had lots of single use items, like health potions that would heal the user to full, and a lucky dice that let you re-roll any undesirable D6 roll. My players were able to make strategic decisions to use these items at the best opportunities!


Probably the most notable change from my first iteration would be the art style. The first version of my level was drawn within the Roll20 editor, but it’s kind of bad. So the next version I used Aseprite to draw my map and all my assets. I decided to go for a simple pixel art style that made it easy to make lots of tokens very quickly! One of the other notable changes was the implementation of macros. My second iteration was the first to use them, but they were a little strange to use and that led to some confusion. In the third iteration, I redid all macros and abilities to be much more intuitive so that I didn’t have to calculate any of the battle numbers myself!


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