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***SPOTLIGHTE******* The Demon Lord's House of Doom (The Escape) ****Video****

Archive: 39 posts


(I'd love to stick to the cool pages for more than 5 minutes with your help)

Anyways the plot is as follows:

"The Demon Lord has you locked away in his house of doom and you must find your way out and defeat him"

Pretty simple plot, but the gameplay and character design really make it a quality level in my opinion.

Click the High Quality Button to view the video if your internet connection can support it.
YouTube - Little Big Planet -The Demon Lord's House of Doom (The Escape)
2009-04-12 05:38:00

Author:
ApellesJr
Posts: 282


Haha, well, already gave you a live review, and found a couple of bugs which i don't know if you've fixed already, but other than that, its not bad at all 2009-04-12 07:17:00

Author:
Silverleon
Posts: 6707


Alright the level is up now so PLEASE go check it out and give me good reviews!2009-04-13 23:54:00

Author:
ApellesJr
Posts: 282


I've played through this level a few times and it's got some pretty cool spots! Your strength is still your character design I think. I love your gas monster and your demon guy and the little bony guy that talks to you in the level. I also laughed when he glides through the screen at one point saying something like "this way!" It's a fun level to play with an interesting sense of humor. Keep up the cool work!2009-04-14 00:07:00

Author:
Morgana25
Posts: 5983


Yeah I really take pride in my character design. Its something I think I'm at least above average at haha.2009-04-14 00:37:00

Author:
ApellesJr
Posts: 282


I really enjoyed this level. You are definately getting a handle on the gameplay in this level. The twitchy jumping sections are replaced with some really nice, epic-feeling segments, and topped off with a BIG and well-designed boss.

Couple things that could use some improving:

Right after being chased by the smoke monster, and the sponge gets lowered for you to grab onto - since the sponge is surrounding another material the spongs ended up breaking, so I could no longer lift myself up. My suggestion is to turn this ENTIRELY into a sponge, because round shapes surrounding another material tend to break easily when it hits something hard (like hitting the rock on the way up).

Choice of material - THIS IS A SUBJECTIVE OPINION - it occurred to me on the play-through that the type of material (the rock) that you use would probably look better as a different material (such as rough concrete or rusty metal) or even layered with another type of material. Also, adding an ambient light source against it could also make it look better. The main reason I say this is because the straight rock look as been overused quite a bit and players may not be as open to it. For an example of what I'm referring to, try my Splat II level.
2009-04-14 01:09:00

Author:
CCubbage
Posts: 4430


Thanks guys.

And CCubbage, your publishing techniques are really helping me right now. I'm on the busiest page, with over 100 plays in the first hour.

Also, I checked out the sponge you were talking about. It's solid sponge, it just has a sticker...does that effect it?
2009-04-14 01:30:00

Author:
ApellesJr
Posts: 282


It shouldn't....but the one I had an issue with, the outside broke off and all that was left was (I think) a non-grabbable wood piece on a wench. I'll probably go back and check it out again to make sure I was mentioning the correct one.2009-04-14 02:17:00

Author:
CCubbage
Posts: 4430


Thats strange. you must be talking about a different section...perhaps the one in the cave with the rockslide?2009-04-14 07:51:00

Author:
ApellesJr
Posts: 282


Could be. Wherever there is a sponge surrounding something that is not a sponge that pulls you up using a wench. When I was writing the feedback I was not in front of my PS3. (and when I was playing I was not taking notes because I was just playing through for fun and didn't have a pen).2009-04-14 15:10:00

Author:
CCubbage
Posts: 4430


I had a lot of fun playing through this with you last night. As always, I really enjoy your crazy demented creature design, but I found the platforming to be enjoyable as well. As you noticed, I did struggle at a few points, but it was never too difficult. My favorite sequence was the chase scene with the gas monster. That was pretty cool looking and I loved how the monster moved through the floor, but you could still see his face. Pretty epic. In fact, I felt this level was full of some epic creatures, slides, jumps, etc. A very fitting escape for your Demon Lord series.

The only bug I remember encountering was during the final boss, when we both fell into the floor and got stuck. I'm not even sure how that happen to us. Other than that, I don't remember having to many issues. Well done!
2009-04-14 16:40:00

Author:
mrsupercomputer
Posts: 1335


Yeah, that whole part is uncontrollable because the way I destroy the boss is different every time. (That's why I always like admiring his charred remains after I kill him) 2009-04-14 19:29:00

Author:
ApellesJr
Posts: 282


I played your level tonight. It's pretty good!

Likes:

- Your paint rain. I dunno, it's the kind of neat things I like. Out of the box stuff.

- You have some good lighting the rocks. It makes the whole thing looking less dull and deja vu.

- I laughed at the guy with the splinter. Love it!


Dislikes/suggestions:

- I thought your boss was pretty common but at least it had its charms. It's very easy (probably wanted to be?)

- When the boss exploded, a whole arm was still there flailing around and pitching bombs. The face was on the ground with an eye still throwing plasma. I'd suggest to blow him up better so it feels more polished and prevents some possiblty cheap deaths.

- The end part feels "empty". Lacks background or decoration I dunno. Not a major problem but if there's some thermo left, i'd put some new coating of beautiful up there.

- Encountered a bug or a design flaw. I did let the ghost kill me right away. I respawned behind him, he then talked to me from down there and I also had to kill myself on him again in order to proceed. I'm not sure how you could fix this though without changing the way this part of the level is working...

http://i454.photobucket.com/albums/qq262/RangerX_photos/waitedforthethingtokillme.jpg

.
2009-04-15 03:07:00

Author:
RangerZero
Posts: 3901


Ok, that part is where I had alot of trouble coming up with how to make it foolproof. I ended up having checkpoints hurled past you at high speeds. This works about 80% of the time, and then I made up the other 20% by having a sponge on a piston in case you are stuck behind the monster.

I dont know how to fix this though because of the way the chase scene is done. It's not a straight line, so I can't have a checkpoint following in front of you.

That's why I wanted to figure out how to activate checkpoints without having the player do it. Like by a proxi switch, or a mag switch on the monster...

That would fix everything.

If anyone has a suggestion, I'm all ears.

Edit: I just thought of something...The last part (where you switch to the closest plane to avoid his poison gas) The closest plane could be made longer so you can go around him if you end up stuck behind him...
2009-04-15 15:30:00

Author:
ApellesJr
Posts: 282


- i thought your boss was pretty common but at least it had its charms. It's very easy (probably wanted to be?)

yeah i really wanted to make it easy because i was trying to appeal to the masses with this one... I get so many comments on my other levels because they are "too hard" so i tried to tone it down this time. I'm still getting quite a few people saying they're having trouble with the platforming. There's no way i'm making it any easier though haha.

- when the boss exploded, a whole arm was still there flailing around and pitching bombs. The face was on the ground with an eye still throwing plasma. I'd suggest to blow him up better so it feels more polished and prevents some possiblty cheap deaths.

i'll work on this. I agree with you, though i do kind of like the eyes still working...it gives him life as a dead thing...i dunno

- the end part feels "empty". Lacks background or decoration i dunno. Not a major problem but if there's some thermo left, i'd put some new coating of beautiful up there.

definitely...any suggestions though?

.

. .
2009-04-16 18:41:00

Author:
ApellesJr
Posts: 282


I think what RangerZero is referring to at the end is a kind of "Epilogue". You have a few characters you pass by, but maybe if you made the end a little town with the townspeople cheering you for destroying the Demon Lord. If would have a proper ending to the story.

Not totally necessary, but kind of a nice thought.

I was at home a bit earlier, and it looks like your level is really close to popping onto page 2 of cool levels... and you still have quite a bit of the week left, so you should get a lot more plays .
2009-04-16 18:48:00

Author:
CCubbage
Posts: 4430


Alright, I fixed up the ending...Didn't spend too much time or effort on it because I barely had any thermo left. I think it makes it alot more satisfying though.2009-04-17 15:12:00

Author:
ApellesJr
Posts: 282


Sweet. Will try again

.
2009-04-17 15:22:00

Author:
RangerZero
Posts: 3901


Well CCubbage likes the ending, so it MUST be good haha 2009-04-17 23:48:00

Author:
ApellesJr
Posts: 282


Hey I played it again tonight and the ending doesn't feel empty like before. It's also on page 2 of the cool levels! Keep publishing!

.
2009-04-18 04:39:00

Author:
RangerZero
Posts: 3901


Does republishing it still help even at this point? Like if it's on page two with at least 10 plays consistently, should I keep republishing it?2009-04-18 09:56:00

Author:
ApellesJr
Posts: 282


No, it doesn't - it only increases the chance of you temporarily being on a LOWER page when you're already at page 2. You're pretty visible right now, if I were you I'd leave it. Besides, a lot of the kiddies don't go past page 1, which means you'll get more quality plays and better ratings on page 2.2009-04-18 12:43:00

Author:
CCubbage
Posts: 4430


Yeah. Hopefully it's about to switch though, because I've seen levels with similar play counts and ratings on page 1.2009-04-18 17:45:00

Author:
ApellesJr
Posts: 282


No, it doesn't - it only increases the chance of you temporarily being on a LOWER page when you're already at page 2. You're pretty visible right now, if I were you I'd leave it. Besides, a lot of the kiddies don't go past page 1, which means you'll get more quality plays and better ratings on page 2.

How? He should simply float on the first page (this happens to ANY republishing) and then at the time he will fall, it will simply fall on the second page because he is stickied there.

When I was republishing UB&G from page 4 and page 3 I tested this. I'm sure there's no sudden and useless rule change when you're stickied on page 2.
2009-04-18 17:51:00

Author:
RangerZero
Posts: 3901


Cool level. It definitely has an interesting feel to it.

+ Visuals are nice. It has a nice theme to it. I thought at first that it would just be a bunch of caves, but it turned out to be more
+ Epic boss battle is epic
+ Smoke monster was neat, I don't think I've seen anyone use decoration on smoke before
+ It had some fun visual things, like the starts emitted from the platform
+ The demon with the splinter was funny

- Story wasn't really clear
- Visuals could be polished up a bit more
- Camera would sometimes zoom so far out that I could see parts of the level that I don't think I was supposed to see

F4F: Frost (in sig)
2009-04-19 01:39:00

Author:
cornontheCOD
Posts: 150


How? He should simply float on the first page (this happens to ANY republishing) and then at the time he will fall, it will simply fall on the second page because he is stickied there.

When I was republishing UB&G from page 4 and page 3 I tested this. I'm sure there's no sudden and useless rule change when you're stickied on page 2.
Not that it matters (this level is on page 1 now), but when you republish I've seen it unsticky from the page you're on, and START briefly on page 1 and move down. Also, during this time your icon is a smaller size. If you're already on page 2 and your icon is REALLY BIG because it has a lot of plays/hearts, you can get more plays simply by leaving it alone. I noticed this on Tiger Woods Mini Golf even if I was on page 1.

But, he's on page 1 now.
2009-04-19 02:53:00

Author:
CCubbage
Posts: 4430


I played this (yesterday, I think??) and left you some comments on the level. But as you're on page 1 now I imagine you are getting flooded with H4H comments, and mine has now been lost in that sea. And... also since you are on page 1, I will not bother with much in the way of critique (not that I had much anyway).

I was never able to finish the prior level in this series (I was one of those whiners who said it was just too hard). The swinging between blinking layers of gas just did me in. So when I played this level I was expecting to get frustrated again. But I was pleasantly surprised. You still challenged me, but I was able to overcome all those challenges and had a great time doing so! It really is a fun level. Well designed, with a nice balance of humor vs drama; gameplay vs aesthetics. I too liked the smoke monster, the thorn in the foot, and the final boss. Thanks for giving me such a fun ride!
2009-04-19 04:44:00

Author:
v0rtex
Posts: 1878


If you're already on page 2 and your icon is REALLY BIG because it has a lot of plays/hearts, you can get more plays simply by leaving it alone.

This I obviously agree. And of course if you float on X other page you won't appear on the other one. I mean, it's not a real ghost/float. Anyways, what I meant to correct from your other post is that you level will never drop lower than where it was stickied.

.
2009-04-19 04:48:00

Author:
RangerZero
Posts: 3901


Cool level. It definitely has an interesting feel to it.

+ Visuals are nice. It has a nice theme to it. I thought at first that it would just be a bunch of caves, but it turned out to be more
+ Epic boss battle is epic
+ Smoke monster was neat, I don't think I've seen anyone use decoration on smoke before
+ It had some fun visual things, like the starts emitted from the platform
+ The demon with the splinter was funny

- Story wasn't really clear
- Visuals could be polished up a bit more
- Camera would sometimes zoom so far out that I could see parts of the level that I don't think I was supposed to see

F4F: Frost (in sig)

I was just wondering what you were referring to here.

And thanks for playing! I'll probably get to "Frost" tomorrow because I have a final paper due tonight at midnight that I haven't started haha. Oh, and put your PSN in your information to the left. I noticed it's different tan your user name here.

And v0rtex, I kept you in mind the whole time I was creating this level. I agree that the first one was just too hard, so I think I managed to make this level challenging, but fun, without being frustrating.
2009-04-19 15:18:00

Author:
ApellesJr
Posts: 282


I played this today, and It's really good. Your characters are great. I loved the monster with the splinter, and also the gas monster. I thought the humor was great. All around it's a great level. good work!!

F4F-teleport to ?????
2009-04-20 00:29:00

Author:
smasher
Posts: 641


Congratulations on the spotlight!!

I played this yesterday and I thought it was really good, a big improvement over your first level in the series!!
Character design was brilliant once again, you have greatly improved the gameplay-aspect and you finished it all off with a very cool bossfight.

Well done, AppellesJr!!
2009-04-20 07:21:00

Author:
Zwollie
Posts: 2173


Wow, spotlighted!? lol, I guess a month and a half payed off...

Thanks everybody!

I'm depressed though cause my level's been on page 1 of cool levels for 2 days now, and I dont have internet right now and my 7 days is up today around 6 PM, so I probably won't ever get to see it being so successful

Maybe someone can take a screen shot of it? lol
2009-04-20 17:25:00

Author:
ApellesJr
Posts: 282


I'm at work right now, so I can't - but I can tell you that as of this morning you had roughly 15,000 plays with 1000 hearts.2009-04-20 17:26:00

Author:
CCubbage
Posts: 4430


HOLY....mother...


Last time I saw it, it had around 5,000 plays...


wow.
2009-04-20 17:28:00

Author:
ApellesJr
Posts: 282


Congrats ApellesJr!!!!!!!!
Loving that this is taking off for you!
2009-04-20 18:09:00

Author:
Morgana25
Posts: 5983


Thanks Morgana. You've been a huge help for me since I started making levels really.
And I have CCubbage's publishing techniques to credit for the success.
2009-04-20 20:04:00

Author:
ApellesJr
Posts: 282


Just wondering btw. Once levels are gone from cool levels, how do they get found?

Now that my level's off of cool pages, its consistently getting about 25 plays a day.

How do you think people are finding it to play it? Like, where's it showing up?
2009-04-25 21:29:00

Author:
ApellesJr
Posts: 282


Usually it's because of hearts. If someone browses to another player and looks at their hearted levels, they will see your level and give it a try. I know several people who have found your level through my hearted list (there's 2 people who I work with who ONLY use my hearted list to find levels to play, because they think the ones I find are the best and better than cool levels).

If you get some good creators to give you hearts, this is the best. So, for instance, when Wexfordian's Mind of a H4Hr became popular, suddenly Splat Invaders Saga started getting more plays because he has it hearted.

Unfortunately, as all those people heart more levels and your level falls farther down their hearted list it's harder to find, so in a few weeks the plays will only trickle in.
2009-04-27 02:10:00

Author:
CCubbage
Posts: 4430


Hmm, I wish they'd come up with a better way to keep the good levels visible longer. Maybe a different page of "Recent Successful Levels" or something.

Like the most successful levels in the past month, where no new levels show up at all.
2009-04-30 22:37:00

Author:
ApellesJr
Posts: 282


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