Find Your Perfect Mega Man Maker Level Design Strategy!


Idyllic via DISCORD

Idyllic via DISCORD

Created 7/10/2024

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Sources

https://www.reddit.com/r/MegaMakerOfficial/comments/6pu9gk/advicebest_practices_for_making_levels/
https://www.youtube.com/channel/UCqJ-Xo29CKyLTjn6z2XwYAw
https://www.reddit.com/r/MegaMakerOfficial/
https://steamcommunity.com/app/314710/discussions/0/351660338723908814/

Ever wondered what your ideal level design strategy is for Mega Man Maker? Take this quiz to find out whether you are more of a puzzle creator, speed-run designer, or something uniquely you!

Ever wondered what your ideal level design strategy is for Mega Man Maker? Take this quiz to find out whether you are more of a puzzle creator, speed-run designer, or something uniquely you!

1. What primary approach would you take for designing the difficulty of your level?

Variable difficulty with multiple paths to accommodate different skill levels.
Fairly easy, focusing on storytelling and casual gameplay.
Moderately difficult, ensuring a balance between challenge and fun.
Tough and challenging with tight jumps and tricky enemy placements.

2. How would you place enemies in your level?

Clustering them in certain areas to form 'hot spots' of action.
Minimalistic approach, enemies appear only in key moments to create tension.
Spread out evenly to keep constant engagement and provide health/ammo breaks.
Strategically placed to align with platforming elements and create deliberate challenges.

3. What kind of platforming elements would you focus on?

Standard platforming with moving platforms and disappearing blocks.
Environmental hazards such as spikes, pits, and instant-death mechanics.
Precise, skill-based challenges requiring tight jumps and timing.
Varied platforming including vertical climbs, horizontal runs, and puzzle-like elements.

4. Which type of puzzles would you like to include in your level?

Leveraging environmental mechanisms like gravity fields or magnet platforms.
Minimal to no puzzles, focusing instead on straightforward progression.
Complex multi-room puzzles requiring backtracking and item usage.
Simple switch or key puzzles adding slight deviations from the main path.

5. How would you handle aesthetics in your level design?

High emphasis on aesthetics with detailed backgrounds and thematic consistency.
Minimalist approach with just enough visual cues to distinguish areas.
Experimental with mixed styles and creative use of tilesets.
Moderate focus, with distinct areas defined by different tilesets but not overly detailed.

6. What kind of boss battle strategy would you implement?

A static boss with complex attack patterns requiring precise timing to defeat.
An endurance fight with lots of health and simple but numerous attacks.
A gimmick-based boss that leverages the unique mechanics of the level.
A mobile and reactionary boss that changes patterns based on player actions.

7. How many paths would your level offer to the player?

One clear path to streamline player experience.
Secret paths offering rewards but not mandatory.
Complex branching paths each providing different challenges and rewards.
Multiple paths but ultimately leading to the same end.

8. How would you balance power-ups and health refills in your level?

Generous placement to help players recover regularly.
Sparse placement to maintain challenge.
Power-ups aligned with difficulty spikes to help players overcome tough sections.
Hidden power-ups to reward exploration.

9. What would your level's pacing be like?

Fast-paced with constant action and pressure.
Variable pacing with intense sections followed by calmer areas.
Steady progression with balance between combat and platforming.
Slow, deliberate pace focusing on exploration and story.

10. How do you envision the level’s environmental hazards?

Rare, using hazards sparingly to punctuate important sections.
Frequent and varied such as spikes, lava, and moving hazards.
Thematic hazards that fit the specific level environment.
Moderate, providing occasional threats to keep players alert.

11. How would you structure the checkpoints in your level?

Moderate spacing, ensuring players earn their progress.
Strategic placement before major challenge sections and boss fights.
Minimal checkpoints to increase challenge.
Frequent checkpoints to reduce frustration.

12. What approach would you take to the level’s music and sound design?

Experimental, mixing soundtracks to create unique auditory experiences.
Moderate, with fitting music that enhances the atmosphere without overshadowing gameplay.
Minimal, using default or simple soundtracks to keep focus on gameplay.
High emphasis, carefully choosing music to match level theme and intensity.

13. How important is narrative and storytelling in your level?

Crucial, with story elements driving the level design.
Not relevant; purely gameplay-focused.
Important, but secondary to gameplay mechanics.
Minimal, focusing primarily on platforming and combat.

14. How would you incorporate secrets and hidden areas?

Rare, used sparingly to surprise players.
Frequent and rewarding, with hidden paths and items.
Not included, focusing on main path progression.
Occasional, providing small rewards for keen observers.

15. What role do unique mechanics or gimmicks play in your level?

Experimental, frequently changing mechanics to keep gameplay fresh.
Minimal, focusing on tried-and-true platforming elements.
Important, introducing one or two unique elements to enhance standard gameplay.
Central, building the level around one or more unique mechanics.