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Dev Diary #6

  • Jennifer Chamorro
  • Oct 6, 2015
  • 2 min read

This second Mustachio assignment is pretty fun because there were more mechanics to add to the levels. Being able to add new and different mechanics to each Mustachio level gives it more of the awe/ fun feeling.

Davidstachio

Timstachio

Amystachio

Conclusions

The three general things I’ve noticed players usually do are; laugh, lose on one specific spot every time, and try to discover the whole level. Players laugh because they realize how easy it is to beat the level yet continue to lose on the same spot without fail. There are different ways of winning my levels and alternative routes, this makes the players wander off to venture into the mysterious locations, and it makes the player feel curious.

Since my levels were pretty big; I’ve noticed that the three specific things the players tend to do is wander off, get stuck, and have a determination of beating the level no matter how many times a player loses. My levels tend to be a lot like a maze, so players will try to go through every passageway I’ve created and since my levels have different areas to go through; the players sometimes tend to get stuck/ trapped in a corner. Considering the downside of creating a maze like level; players also enjoy the challenge of looking for the right trail/ location.

I liked building Davidstachio levels because of the little intersection I’ve created which either lets the player find the right route to the key or it could send them to their demise and into the fiery lava (was really funny). I didn't like building Davidstachio levels because it seems a lot like the first Mustachio assignment with the only exception of spike material being added.

I liked building Timstachio levels because it came with moving platforms to add into the levels. I didn't like building Timstachio levels because it was a little bit difficult/ confusing to get the timing right with the moving platforms, plus the more moving platforms I added; the more cluttered the level became.

I liked building Amystachio levels because of the enemies that I was able to use had faster speeds which made the game challenging. I didn't like building Amystachio levels because my level became a giant mess when I kept adding different mechanics to work with one another.

The thing that stood out to me the most about making these levels is how there are now many different moving objects/ enemies that can be used to make the game more challenging and fun.


 
 
 

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