Space Crawler (ChocolateThunderz)
About
This game is a part of a dissertation project from the course Digital Games Theory and Design MA in Brunel University London. The focus of this dissertation is to study how effective procedural content generation is at following Taylor’s 10 principles for good level design opposed to authored content generation in a dungeon crawler.
For the academic purposes of utilising useful feedback towards the previously mentioned dissertation, players are incentivised to reply to the following set of questions, in relation to both versions of the game, in the form of a Likert scale, in the comment section, by selecting one of five options: Disagree, Slightly Disagree, Neither Agree or Disagree, Slightly Agree and Agree.
- The gameplay experience was monotonous.
- I felt rewarded for exploring rooms
- I felt disoriented
- I was continuously learning more about the game
- Levels were predictable
- My decisions were impactful
- The game was too difficult
- The game was too easy
- I was aware of the different threat levels of each enemy
- The game provided me with a feeling of accomplishment
- Weapon abilities were comprehensive
- Enemy abilities were comprehensive
If you have any other criticism or question you might consider to be relevant regarding your experience, feel free to add it to your feedback.