i’m making some kind of an elemental rpg game, in this game you can climb walls and dash.
the goal is to get a good element through spinning (like in shindo life) and leveling up your character.
now my question is, is this map confusing? player will start at the lvl 1-15 quest zone and they will go back and forth to lvl 1-15 monster zone. after they reach lvl 15 they will go to lvl 15-20 zone.
how do i make it clear that they must go to the lvl 15-20 zone? should i move the lvl 15-20 zone?
and how do i tell them that after they reach lvl 20 they should go to another island?
You can create signage near the spawn point that spells it out for people. But from personal experience most people dont take the time to read it (depending on the age group of your players).
Thats without changing the route of your map.
Do you curently have a system for tracking levels reached?
I would add more ways to access the highlighted zones. Redzone 1-15 appears to only have one corridor connecting it to the Purplezone 15-20. While the intersections make it seem “open”, the passage ways are deadends and give it bit of a linear feel.
Here is a simple local script inside the UI that will show itself when the player passes level 20:
local Settings = game:GetService('ReplicatedStorage').LevelSettings
local Level = Settings.Level
Level:GetPropertyChangedSignal('Value'):Connect(function()
script.Parent.Level.Text = Level.Value
if Level.Value >= 20 then
script.Parent.Visible = true
end
end)