Comment #4 – Mikael Ferroukhi

Hi Mikael! I will comment on your post this week not only for having a interesting topic but also because I couldn’t find your designer last week’s blog post.

Your post is very clear and detailed on what ideas you had from the beginning, why you chose to design a level for the game, and how you designed it. You described in detail why you and your group’s initial idea on having random generated level could be a problem for this particular aesthetic goal and you explained why a proper predetermined level design is preferable for the game, Umibozu.

The picture of the sketches for your level design are self-explanatory. A minor improvement, when it comes to the post, is that I would like to see the thought process behind your level design. Certain level design decisions that you made are interesting to know more about, like the three entrances and the layout of the rocks on stage 3 for example. A clarification regarding sizes of the objects in the sketch would be helpful as well, because the boat is really big in comparison to other things in the picture and it looks like your going to have only one powerup throughout the whole level. This could be explained in more detail in the thoughts process part. Other than that I think you wrote a great post. Keep the hard work and good luck!

Regards, Teddy Chavez Alcarraz

Mikael’s post URL:  https://gamedesignbugbear998722415.wordpress.com/2018/03/01/game-design-journal-4/ 

About Teddy Chavez Alcarraz

2017 Game Design