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Level Builds Have No Form Of Guidence


unrealcow
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I think this game is cool but some issues are the way you move through the level. There is nothing to distinguish areas from each other. Due to this the player is lost in the level. The map provides a becon of where to go but more often than not you need to go to another evelvation to complete the objective. These are key elements that need to be looked at for a fun game that people can get sucked into.

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Well, when you've played this game enough you'll get the maps figured out enough you'll get over that past feeling which you have now. Sometimes feel as if the maps could be played blindfolded.

Though they do need to do something at least about showing that the nav point is directing you up, it does take you to elevators on the plus side.

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its rather hard to express a location in 3 dimensional space using a 2 dimensional map.

Colors, arrows, shapes, vertical lines stretching up or down from the point. Some combination of all. Go play any free flying space sim. It is not hard conceptually.

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----way to introduce new stuff-----

keep up with me now..

1-- "vortex appears"[(Imply Story) maybe stuck in a wormhole of some sort]-- ["new enemy type" (only for a certain time frame) possibly like a month or so]

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2 [End "vortex" event-- as well as this new enemy type] [(Imply story more) maybe now through so many missions, you've fixed the annomally of the "vortex"] .(SIDE NOTE- Make new weps and warframe due to experience or maybe mats. of vortex)

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3 Imply more story( what was that? where did it come from? search [new planets] for answers!) possibly land on and "enclosed/open" world of some sort.

and thats all i got fro now. lol. i really love this game guys. tell me what you all think. email me if anything at bigred123x@yahoo.com. thx

also. p.s. try and do some parkour missions. that would be pretty sweet

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Especially for beginners, there could be a "Mission Vision" that shows a line you must follow to get to the next objective.

Or just mark paths you must take specifially. You know the part of game design theory where lighting up a path would have players move towards it... maybe dynamic lights can be used in such a way.

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