To create three levels, each with unique content and gameplay has been an adventure by itself. But most of all it has been a great learning process.
One of the worst design flaws is where the player is forced down under water. There's no indication that the player can breathe underwater, nor swim.
I could have introduced the ability to be underwater, in for example level 1, where the player got the electric staff. But electric staff and water don't sound that safe either.
Perhaps, removing the ability for the player to go underwater at all, and just have the water raise the trigger platform, would have been better execution.
Even though the player often know where to head to continue his quest, the village is lacking something. If I were to add more interactable objects and more movement I think the experience would have been even better.
After adding a lot of content to the race track, it really came to life. I might have added a bit too much feedback at some parts, but overall it's a much more enjoyable experience.
I added interactable objects, moving obstacles, fireworks and on each lap, something new is happening along the track, a tree falling, a cart is moved or an obstacle is blown away.
THE ORGANIC PART OF THE DUNGEON
I'm really satisfied with how the last part of the dungeon looks and feels. It fits right into the hero's journey, that the player is on.