The Game's core design can be play tested to iron out and imperfections. We need to play the game to have the feel for it, we need to play and experience how the map flows, if the routes make sense, how the presence of enemies and AI changes the feel of the map, if the AI is too fast to detect the players or if it is too dumb and blind, how the AI navigates the map etc etc .. The feedback I got from showcasing the level were very positive especially for Oasis. The forest map was only one that needs significant amount of revision to perfect the flow and feel of the map. I was aware that it was kinda too linear, but my brain fogged up, I literally couldn't think of any better ways to design it. Some more time in the oven, this one could be just as good as the other two. The final game implemented is far from the one I envisioned. Due to a major setback, we were not able to reach for the stars. I hope the extensive and elaborate levels were enough of a compensation. I wanted to...