DarkDedede
Ratings Explanation/Tips
by
, 08-28-2010 at 05:33 PM (482 Views)
These are some of the questions that I ask myself when reviewing a level. It may give some insight on why a particular category got the rating that it did, or at least give you something to think about while you are designing your level. Please note that all of these may not be the only rules that I go by, and the list is always subject to change. I hope that you find this section somewhat enlightening.
Concept/Originality:
- The good, the bad, and the ugly: Have we seen it all before? (zombies, temples, canyons, "OMGZ.Teh.Hardest.Platformarz.EVAR!!!," etc)
- How does this level stand out from the other 6 million plus levels out there?
- Was there any thought put into the title and description, or is it generic (zombies, temples, canyons, etc)?
- This category would also include characters, enemies, story, setting, and obstacles.
- Are the characters, enemies, story, setting based off of your own ideas, or are they based off of the ideas of someone else? (Mario, Sonic, Metal Gear, etc).
- If your design is based off another IP, does the design stand on it's own, despite not being based on an original concept?
- Please note that I'd much prefer successful execution over an original idea. However, a balance of both is ideal.
Gameplay/Implementation:
- Basically, have the tools that have been provided, in create mode, been used in a way to get players to enjoy and stay in your level?
- Is the implementation of the level's main objective successful enough to get the player to want to play all the way through to the ending, or even play your level again? Maybe even recommend it to others?
- Is there a "carrot," or sufficient reward for investing their time in your level?
- Is there any incentive to explore outside of the main path?
- Is there a good balance between difficulty, challenge, and frustration?
- Are there any, or too many "cheap deaths" in the level?
- Is there a good variety in the degree of difficulty throughout your level, or is it constantly "OMG-LOL-Hard" throughout?
- Are you getting your jollies frustrating the player, or challenging and entertaining them?
Level Design/Communication:
- Is the user able to navigate through the level with little to no confusion?
- Can the player see where they are going (too dark/proper lighting)?
- Are there any visual, audible, or verbal direction given to help guide the player, especially in areas where there may be potential confusion?
- If the player was not able to read English, or not able to read at all, would it be possible to successfully navigate through the level?
- Are there parts of the level that seem too unforgiving, especially when considering your intended player audience?
- Is your level designed for a target audience, besides what you personally like and want in your level?
- Are checkpoints implemented in a way to support the flow of the level?
- Are there areas of the level that the player may unintentionally become stuck?
- Are there areas of the level that are unintentionally lethal?
- Are there areas of the level that are broken, or do not work as intended?
- Are there elements in your design that are easily exploited?
- Do any vehicles or methods of transportation respawn, if need be?
- Is there a good variety of challenges, without too much repetition?
- Are there any areas in the level that require an additional playthrough, or playing another level, to access?
- Are there multiple paths to reach the main goal?
- If so desired, is the player able to avoid any prize bubbles placed in the level?
Aesthetic/Presentation:
- Was the overall aesthetic of your level visually engaging in a way to keep a player's attention?
- Is the level too busy, or not busy enough?
- Is the level decorated in a way that is true to the theme?
- If you decide to use any premade objects, do they fit the theme of the level?
- Have you made any effort to ensure that any premade items used have been modified to better fit the theme of the level?
- Are the colors chosen too hard on the eyes?
- If there are prizes, did you take the time to name them?
- If these prizes are stickers, did you remember to name them?
- If there are prizes, would they actually be of any use to the player?
- If there are prizes, did you make them yourself?
- If there are prizes, are these items implemented in the level that they are obtained in?
- Do you request/beg for gratification (hearts) at any point in the level?
- Do you offer to do more, only if you receive a certain amount of gratification?

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