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Marble Drop Level 1: Thales of Miletus

Archive: 5 posts


"In an instant, puzzle and platforming worlds collide! Introducing Marble Drop, a game that requires decision, logic, and strategy. Just like in the old PC game from 1998, the object is to get certain numbers of marbles to their corresponding bins."

Primarily what inspired me to make this level was the Cause and Effect series. I've always been fascinated with systems that contain some sort of object following a path you can determine, whether in the real or virtual world. I used to play Marble Drop when I was a kid, and I'm sure some of you guys have too. Enjoy playing the first puzzle! If it gets popular I may recreate another one.

To play, enter the control pod and use the three red, yellow, and purple buttons to spawn marbles from the funnels at the top. The funnel the marbles will spawn from is determined by the white lever on the right. There are 2 funnels and each one leads to a different path, so you must use them both to complete the puzzle. To win, all you have to do is fill each bin with 4 marbles of the correct color. Once that's done you'll win a very nice prize! Also, wrong colored marbles or excess marbles will be "punched into oblivion".

So discuss what you think about the level! I'm sure you all will enjoy it! I can't wait to start on the next one!
2009-04-25 18:54:00

Author:
Unknown User


Great level! For the most part it's really impressively designed and I love the way the hovering pod controls. The only part that bugs me is more to do with the game than your design, and that's things like falling out of the pod due to the background or occassionally the spawns not .. spawning. Best played with 1 player.2009-04-25 19:28:00

Author:
Foofles
Posts: 2278


While fixing the falling problem would mean sacrificing the covers for chutes and making them look ugly because of the thin layer, this won't be an issue in the next level because it will be only 1 layer instead of 2. Because of this I may be limited in my choices for future levels.2009-04-25 20:04:00

Author:
Unknown User


Those were the two problems i had as well. If you want to keep the pipe coverings, you could just fill the rest of the area with a glass cover. And that teleportation issue will definitely need to be solved for other puzzles.2009-04-26 09:06:00

Author:
Burnvictim42
Posts: 3322


That's a good idea! I'll make sure to do that when I get back on. And what do you mean by the teleportation issue? I've tested it dozens of times and the teleports never gave me any problems. It's meant to be played with 1 player, so maybe multiple people caused it to mess up? What exactly is going wrong?

Edit: I found the problem. The first checkpoint was disappearing before you could teleport, forcing you to restart the level. This is caused by someone walking slowly into the teleporter instead of running full speed (like I did in testing). This causes the checkpoint to be emitted before you're zapped, causing it to disappear prematurely. I increased the checkpoint's lifetime.

I also covered the area in a sheet of glass. No more falling!
2009-04-26 19:04:00

Author:
Unknown User


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