Iterating Based On Feedback
At first, our levels were almost empty with a few enemies, a few doors and some rooms. After extensive playtesting towards the middle of the development process however, we decided to radically change our levels, implementing tons of enemies and power-ups as well as adding plenty more rooms and lots of pick-ups. This changed the game drastically for the better, replacing empty spaces and fewer hard to kill enemies with tons of action and rewards around every corner of the game. Our testers and team members agreed that this made the game a lot better than before.
Although more content within the levels made the levels more fun to play, this change also made navigating through the levels increasingly difficult. Many doors in the levels had buttons connected to them and always placing the button next to the door just to make navigation through the level easier made the buttons feel redundant. In order to tackle this issue, we asked the artists for power lines connecting buttons to their respective doors. Using those power lines, the player had no trouble navigating through the level and as a result, the flow of the maps was improved.