Intentionally confusing a player who goes in not knowing what to expect is not a good design method.Ģ) The goal post instantly kills you while also completing the level (simple error that is likely to be addressed) and is hidden in a completely nonsensical location (not so likely). Ring trails leading towards the goal, enemies facing away towards the direction the player is expected to come from, and sector layout (the important one) are all expected to play a role. Players look for indications as to which way to proceed, and need to feel like they are making progress towards something. Of course you as the designer know where to go because you designed the level.
This level is actually kind of cool! The effort you've put into the creation of the level clearly shows, even though there are some rough spots that desperately need addressing.ġ) Exploration is a great idea, but the level really just strikes me as having no sense of flow.