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My feedback: Level is somewhat linear. Instead, you could make it such that cave No2 can see cave No3 (but cannot reach), then it can help reduce linearity

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Map Level Layout- Top Down (Paper Sketch)- Group: Duo Queue

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Map Level Layout- Top Down (Paper Sketch)- Group: Duo Queue

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1. The player starts off from the red arrow after falling into the cave.
2. Then player grabs their attention onto the glove and wears it. Control movement tutorial (Starts tutorial Level)
3. Player then utilizes the glove by following the guide by creating an ice pillar to cross the river. (Starts jump tutorial and using glove)
4. Then the player reaches a cliff which by using the power of the glove to summon fireballs onto the woon branches to make a bridge
5. Player then reaches a combat level which they have to fight enemies to finish the tutorial level.

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Tutorial Level (The Legend of The Gauntlet)

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perspective sketch for puzzle room - sean & winson

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perspective sketch for puzzle room - sean & winson

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Starting Point Perspective (Khanie & Aik)

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Starting Point Perspective (Khanie & Aik)

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Why are there pillars emerging out of nowhere? Why? Would be good if the floor gives an altar feeling or floor is depressed.

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maze chamber with a Small Fire (perspective sketch) - sean & winson

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maze chamber with a Small Fire (perspective sketch) - sean & winson

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start point(perspective sketch) - sean & winson

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start point(perspective sketch) - sean & winson

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player lights up statues and obtain gems of different colours

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in-game environment is generally grim like horror games

game objective: light up all statues

player holds a oil lamp that lights up environment, oil lamp dies out, and player dies when it does, oil lamp can recharge at Big Fire and Small Fire

player gets teleported back to start point when lighting up a statue

early levels have no puzzle as they are tutorial levels, puzzles are designed for later levels

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1.  Player will start at the arrow symbol.
2. 3 levels
3. Level 1 & 2 need to get the key (key symbol) to open to the locked door (K symbol).
4. Player will fall when stepping in F symbol.
5. Level 1 & 2, the player goes to the next level by going to the stair symbol. Level 3 is the player needs to interact with the star symbol to win the game.

Rather than make so many levels that are meagre, you can combine all the good stuff into one single bigger level, so that there are more things to see and do and is exciting to play.

Also, the path that you drew is actually linear (mostly) and not very interesting. Remember, a game is a series of interesting choices. If your path is linear, there is no choice.

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I can't really comment as I do not see your floorplan

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Remember about skill vs luck? What skill does the player utilise to remain in the "unfall platform"? Looks like blind luck and trial-by-failing to me.

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Top-Down Floor Plan ( Starting, Level1, and Level2)

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Top-Down Floor Plan ( Starting, Level1, and Level2)

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1. Player will start at the stone platform (Left Image). there are 3 stone plate for players to interact to understand the challenge they going to face to get the key items. Those messages also include some hints for them to pass through those challenges.

2. Top Right image is our first room, Bottom right is our 2nd room

Does player have a chance to exercise skill to overcome traps? Or again, just luck-based?

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1. 1st floor will have two puzzles.
2. 2nd floor will have one puzzle.
3. The players will learn some basic tutorial at basement , so we design the basement smaller for tutorial purpose only.
4. No every room is able to enter for exploration purpose.

To make a believable level, it is good you can reference a real school and see how they layout the place.

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Top-Down Floor Plan(Outside, Ground Floor, Second Floor)

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Top-Down Floor Plan(Outside, Ground Floor, Second Floor)

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1. Player will start at (6) Bedroom and do some tutorial for come out from the room.
2. Some room need specific key to unlock.
3. There is some pages pices inside every corner of the game world, player can read it to understand the story.
4. There are 1 puzzle at Garden, 2 on Ground floor and 1 on Second floor.

Same advice. Your house will feel more believable if you base it off a real house plan.

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Players will come to here after completing the tutorial level.

from Siang Zhi & Khai Wen

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1. The Starting Point. Players can know the movement key
2. Teach them press the interact button to push the box.
3. Here will be a sign told players push the box to the button (B2) to open the door (D2).
4. Players will be told to press E to change character.
5. Put a sign here to let players know Vee (small robot) can get to the another room via tunnel.
6. Put a sign here and highlight the fuels/battery so players would not miss out, and told them press R to refill
7. Here will be a sign to tell players that press Space to jump when controlling Vee.

From Siang Zhi & Khai Wen

Hmmm... very hard to imagine your level.

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This puzzle is like tic-tac-toe? Looks ok. Do consider different elevations for your level to make things interesting. Also, this looks somewhat of a linear experience. We will cover some tricks to break linearity in lectures.

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Wow. Your doors are bigger than your shops!

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Part of believable level design is based on real-life references. An electric room (for what? factory? computer lab?) And what are these shelves for? Would be good to reference some real life photos to get a better feel of believability.

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Week 1 Milestones: Please post your level sketch (Perspective) and top down sketch of your level here.

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Just want to share some random (but useful) info I found on Google

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Another example of perspective sketch.

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Example of Top Down level sketch. A good one will have indicators (signposts/ labels) of what the icons represent...

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Example of a perspective sketches. It's impossible to show the entire level for these sketches but it helps give art direction and inspiration for you to build your level upon.