Can you see it?
“Can you see it?” is a portal level that tests your ability to open up a pattern/solution or a path that isn’t usually visible unless and until the player knows where to look for. The first half of the level gives you a key hint on what to look for in the second half but subtly. Which is in this case a cross of the lasers from both the portals. So, can you see it?
Program: Portal 2 In-Game Editor
Development Time: 4 weeks, about 20 hours
Team Size: 1
Portal 2 : Can You See it? -- In-Game Screenshot 01
Portal 2 : Can You See it? -- In-Game Screenshot 02
Portal 2 : Can You See it? -- In-Game Screenshot 03
Portal 2 : Can You See it? -- In-Game Screenshot 04
Portal 2 : Can You See it? -- In-Game Screenshot 05
Portal 2 : Can You See it? -- In-Game Screenshot 06
Portal 2 : Can You See it? -- In-Game Screenshot 07
Portal 2 : Can You See it? -- In-Game Screenshot 08
Portal 2 : Can You See it? -- In-Game Screenshot 09
Portal 2 : Can You See it? -- In-Game Screenshot 10
Portal 2 : Can You See it? -- In-Game Screenshot 11
Portal 2 : Can You See it? -- In-Game Screenshot 12
The player should have an intermediate-advance level of difficulty in solving the puzzle.
The player should have a chance/opportunity to wait and think as to how to solve a puzzle if need be.
The puzzle can be solved by trial and error methodology.
The player should not walk long distances at the level he should find other entities that cover a longer distance for him, or he should have clearly visible portable walls that help him to do that.
Portal 2 : Top Down - Map
Portal 2 : Top Down - Perspective Map
Portal 2 : Perspective Map
The GDD was pretty well written and well planned out as it laid out a great foundation for the entire project to be built upon.
The puzzle had a pretty good concept; simple, clear and short.
The final level make came pretty to the initial intended game design document.
What went well
Conveyance, Since the purpose of the main puzzles, was to find a way to crisscross lasers and open up portals at their points it was pretty hard to convey this information to the player.
There were too many death traps, lasers, and goo which prevented the player from experimenting with the level and made a challenging puzzle difficult and frustrating.
What went wrong
“Let the player learn from his mistakes”; I initially set up many death traps for the play to make sure that he avoids failing but instead the opposite effect occurred, the player made mistakes in trying to experiment various ways to solve the puzzle and failed and was killed by the hazards and had to restart the entire puzzle again which was more of a frustrating experience as opposed to the intended experience. Later I ended up removing most of the dangers/hazards and now the player can experiment with his free will in trying to solve the puzzle.
“Pause, wait, overview and analyze”; In the initial design phase the player was introduced to the puzzle elements with little to no Conveyance on a flat surface and gave him little visual room to explore the environment. I realized that it wasn’t the best approach to guys throw everything in front of the player just like that, he needs to first see what’s is what in the level, he needs to figure out a plan in his mind before actually getting to solve something or give him the opportunity to do that. Which is exactly what I did in the later stages. I added more verticality to the level now the player can wat observe think analyze and then proceed to play his play.