Therefore, it's usually very useful and important to break things up a bit to give more creative opportunities and encourage players to explore.
5. Too empty
Surprisingly often, the level layout just feels…really empty. This can cause the player to spend a lot of time just running through the level, which isn't very interactively interesting, and also disappointing considering the amount of time you and the artist spent creating this level. It seems to me. No matter how beautiful the levels are, if there aren't enough levels to interact with, players probably won't have a good time.
As you can imagine, levels feeling empty are often a byproduct of being too large or too open. So, just as I recommend creating smaller spaces, I generally recommend striving to create rich, dense spaces rather than empty, sparse spaces (of course, Unless you're doing this on purpose, which is obviously fine!). .
6. Too linear
Inexperienced level designers often design spaces that are too linear. This is by no means to say that Linear He has a problem with the game. What I mean is that even intentionally linear games with linear level design are still played by thousands, tens of thousands, maybe even millions of players, and This means that everyone will be interacting with and experiencing the game in a slightly different way.
Some players make mistakes, some plays make mistakes, some players find it too easy, some players find it too difficult. In this case, when I'm talking about linear design, what I mean is that you shouldn't design your levels as if everyone is going to play them exactly the same way. Because there's a good chance you won't. It's your responsibility as a level designer to always make room for possibilities and (hopefully) accept the fact that many players can interact and experience things in different ways.