Home    LBP Showcase / Reviews / Recommendations    Level Showcase    Cool Levels
#1

Puzzle Island (now with pics!) SPOTLIGHTED

Archive: 31 posts


Level Name : Puzzle Island
My PSN: Chillum007
Level Location: Middle of Pacific Ocean


After a long break from LBP I am back, and I think I have made my best level yet. I decided to pull out all the stops on this one and have made it as pretty and as well made and fun to play as possible. It took me ages to finish but I'm very happy with the results.

It is a puzzle based level, so if you like puzzles there is plenty to keep you going here. There are a few skill based sections later on as well so persevere if you like the classic platforming action.

The Idea is that you are trying to join the puzzle tribe who live on a lush, tropical, rain forest covered island. The leader of the tribe, Chief Contumplate, loves puzzles. In fact, he loves them so much that he has set up some puzzles as trials which you must complete to join the tribe.

Your adventure will take you through the jungle and into ancient temples and shrines to the Cat like Godess of puzzles, and then on the the tribal village.

Please give me your feedback as the level is not performing as well as I expected, star rating wise, so I think people must be getting stuck and giving up before they get to the really good bits. If you get stuck somewhere let me know and I will see if I can add some hints.

I'm doing F4F for this level so will return any feedback I receive. Please leave a link to the showcase thread of the level you want me to play.

Also any reviewers out there are welcome to review this level!

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto-3.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_1-2.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_2-2.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_3-2.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_4-2.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_5-2.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_7-2.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_8-2.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_9-2.jpg

Much love!

Chillum
2009-06-14 03:05:00

Author:
chillum007
Posts: 228


I couldn't even get past the first puzzle. It kept getting stuck2009-06-14 05:59:00

Author:
ZipCity
Posts: 208


Just played your level. Very nice details on the characters, the jetpack dude made me laugh, and the mirror-effect with the lights were cool!

The first puzzle needs two players to complete. I tried a while with one controller, but couldn't get past the last "bridge". I finally did it with two controllers. Maybe decrease the time on the chain will help..?

The monkey-puzzle. The switch closest to the button is really hard to see. I flipped all the switches, when I "by mistake" grabbed onto the last switch (which I didn't see). And the text after you complete it, just says "..." Don't know if this was intended to get the camera on the cart?

Minor thing, you have a visual environment-switch and a mag-switch.

I rated it 4* with a cute-tag.
2009-06-14 12:00:00

Author:
Ygg_Barasil
Posts: 58


Thanks guys, you're getting stuck on the first puzzle?! Maybe that is why my level is getting bad ratings....

Well anyway, it doesn't need two players to solve, you just need to time pulling the levers right, and give the orange enough speed to get over the last bump. There are a couple of different techniques, but the easiest way means you dont even have to touch the lever on the left, as long as you time your pull on the right lever well, and then hold it, the orange will roll all the way into the Goddess' mouth. I have slowed the winches down now anyway so it should be a bit easier.

Barasil, thanks for spotting those switches, you have a keen eye. I have fixed them now

I have also spread the switches out a bit more on the monkey puzzle so it's easy to see them all, also changed it so you only need one bomb to clear the path, as I decided making ppl do the puzzle twice was a bit lame. You are correct in thinking that the speech bubble at the end of that puzzle is just to move the camera so the "..." was intentional.

Will play your levels when i get a chance! thanks guys!
2009-06-14 23:52:00

Author:
chillum007
Posts: 228


Ya...the first switch only needs one person...I did it no problem.

This was a fun level. The puzzles were cool, especially the light puzzles. The only thing I didn't like was the ghost part when you have to hang from the ceiling...and the only reason why I didn't like it was because the second one kept killing me lol.

The look of this level was very nice. I enjoy temple/jungle levels...they always look so cool. You should make the level longer if you can because it seems you have good ideas for puzzles.
2009-06-15 03:19:00

Author:
Spider-Jew
Posts: 1090


after your winch change, I got right past the first puzzle.

very imaginative puzzle design. Wish the level was longer. Part 2 coming?
2009-06-15 05:29:00

Author:
ZipCity
Posts: 208


I really enjoyed this level - I love puzzles.

I found that moving the second lever up and down was enough to get that orange rolling into the goddess's mouth and the other puzzles, while tricky, were thoroughly enjoyable

I really loved the look of the level, a lot of thought had obviously gone into it, and visually it was beautiful.

The hanging from the sponge over the ghosts had me dying a couple of times but I persevered

I gave it a 4 star rating Nice going! I look forward to more
2009-06-15 11:42:00

Author:
Unknown User


Thanks for the feedback guys...

Zipcity, I'm glad you got past the first puzzle and have seen the good bits now, I will definitely make a sequel if I can get over the fact that I have only got 4 hearts for this one so far! c'mon guys, if you like it, don't forget to heart! lol But seriously, I am a tad disappointed with the performance of my level I though for sure it would have 4 or 5 star average...anyway...

Pippy louise and Spider-jew, I have slowed those ghosts down a bit now, as they were a bit tricky, so should be a bit more forgiving now.

Other changes - I have added a camera angle and a light to bring your attention to the crystal in the ceiling before the final bridge, just so ppl know why they are powering up the big crystal in the domed room above... Also added a few score bubbles to the platforming bit before the ghost section for a nice chain combo.

Keep coming with the feedback guys, I am determined to make this level worthy of 4 stars average at least!
2009-06-15 23:03:00

Author:
chillum007
Posts: 228


Any chance you could make the first orange on the bridge emitted? Having decided to try using the momentum from the fall out the holding pen, the first one stayed and I ended up with 2 oranges, which just got in the way of each other.

Looks nice. Can see why people are giving up early though. The bridge section in general is very slow paced so a few failed attempts will have frsutration creeping in.
2009-06-16 00:04:00

Author:
Matt 82
Posts: 1096


Fantastic physics based puzzles! I could never come up with brilliant stuff like that. I also very much enjoyed the character dialogue, specifically the jetback bit. i would have liked a little bit more difficulty. Also, the temple setting gets a bit old after awhile. It's basically just an overused excuse to make a random building with shifting obstacles. I feel I've just played too many of them. The light puzzle was very baffling as well. Five stars.2009-06-16 07:51:00

Author:
navy_flip
Posts: 19


Ok, I loved it. That's not to say its perfect, no no, theres still room for improvement, but I loved the 'Crystal Maze' feel to it, bending light and levers everywhere!

This level gives me what I craved which is less so about sackboy running and jumping but more about sackboy doing things. By that I mean actually using levers a lot of the time and pushing and pulling carts with wheels on.

PROs:

-Very good theme
-Humour (Jetpack lol )
-'Crystal Maze' vibe which just rocked
-Theme across the puzzles
-Clear goal with motivation set at begining of level
-Loved the bending light puzzles and the monkey tree puzzle thing
-Ramping difficultly puzzles of which a few of them are very clever indeed

CONs:

-MAKE YOUR OWN ICON!! The bland Mm icon doesn't do this level justice! I for one, don't click on levels that don't have custom icons so thats ONE play you would have missed straight off the bat
-Only a nit pick really, but visible key at the begining of the level
-After the slamming pillars with spikes make the chain to go up more obvious, whack a light on it or something, I didn't spot it for AGES
-In a few places you can see outside the level (far right) with just blank green, looks ugly, either cover it up or put clouds out there or something.
-Use more of the tribal decorations and make more scenery for the inside, the outside jungle looks good but sometimes the inside scenery is a little lack luster.
-Tweak the block balence puzzle to give the player a little bit more leeway, as it stands even if the balence is basically right, it won't let you have it because it's a 1/2 mm out and no other block combonation works. In the end I had to prop it in the right direction with my sackboy and run to the exit. Even then I ended up with 2 of the doors closed after me!
-The top light beam in the 3 way mirror jobby wasn't obvious at all. I'm not saying you have to point it out, i'm just saying a bit of lighting might be helpful

So yeah, a few tart ups and a few minor difficulty tweaks and a few more nudges in the right direction when playing and you'll have a very devillishly puzzly level indeed!
2009-06-16 15:37:00

Author:
Asbestos101
Posts: 1114


Hey, I played this last night and I must say I liked it. As soon as you enter the level it just looks beautiful. The puzzles are very well thought out, imaginative, original and wonderfully implemented (I hate when puzzles in a level are just pull a lever...) and the pleasant aesthetics continued throughout.

There were a few places I found a couple of issues, I'll go over these in detail, so you can decide if they are important enough to change anything.

On the first puzzle, it is possible to get the oranges stuck in between the platform. This is essentially level breaking, I had to restart the level to continue. A simple solution would be to set the max emitted at once to 2, and this would solve the problem.

With the balance beams puzzles, I struggled because I didnt' read the text first off clearly not your fault. However, the final one (on the right I think) requires you to put a block on both of the inner cups and then it leans to the right - I wouldn't have worked this out logically, two blocks equidistant means level to me. So I did it through trial and error, but it still took me a while because the blocks have to be placed exactly right in the cups, otherwise it's unbalanced.

Additionally, in that section, I kept on knocking the balances while flying around. Yes it's my fault, but Is there any reason why they need to be on the front layer? IMO it's nicer for the player if they can fly around unhindered, and just grab the objects to planeshift backwards.

The little mirror carts can get stuck - I'm talking mostly about the one on the right that comes across a drawbridge - took me so long to get it moving again when I acidentally stopped it.

Then the section where you jump up the arches to pull across the panel on the roof to get the third light beam - on the final jump I kept banging my head if I jumped hard, or sliding off the arch on the other side if I jumped gently - was kinda frustrating for me.

The slamming spikes - it took me a while to realise that you can stop in between them, but thats what infinate checkpoints are for, right? More importantly, a couple of the faster ones seem to be capable of squeezing you out under the next one, where you get spiked. Maybe this could be changed by making them come down by 1 unit (or even 0.5 units) less? It's a little frustrating when the "safe" zones turn out to be not so safe.


So, none of these are major things, as Asbestos101 says, it's very close to being a brilliant level, with just a few niggles. I very much enjoyed it and I think you got 4 stars from me (can't remember for sure, but it certainly wasn't less). Nice work
2009-06-16 16:04:00

Author:
rtm223
Posts: 6497


Thanks for the in depth feedback guys. I have addressed a couple of the things you noticed...

The cart on the right now rolls a lot more easily, and I have made some switches invisible (but for the life of me I could not find one near the start that was still visible, where exactly was it asbestos101?).

I will make my own icon! thanks for the tip asbestos!

I managed to recreate the oranges getting stuck so I will fix that first chance I get. It never happened to me while testing it, as I knew what to do, but I guess that is the value of getting this feedback so thanks guys! I plan to make the first orange emitted, and possibly smooth out the bump before the last section of the bridge if I can without ruining the whole thing. It took a lot of tweaking to get it working at first though, so we will see.

I would love to add more stickers and decorations but, my thermo is totally maxed out, even one sticker makes it over heat at the moment. I might try removing other stickers where I have a lot of them and adding some where it's a bit empty. Next on the MM wish list should be a bigger thermo imo.

One thing a lot of ppl dont realise about the balance puzzle is that the blocks are different weights. That's part of the puzzle. You can work out which is heavy, med, or light by weighing them against each other, but I think it's pretty obvious once you start using them that they are different. Visually there are two blocks the same and they weight the same, these are light ones, the other two are med and heavy, and they look different to indicate different weights. Asbestos - there are a few solutions to this puzzle, some more right that others. If you do it the right, right way then the doors will open and stay open without you needing to push the beams at all. But I thinks its good to be able to get out of the room even if you don't get it exactly right with a bit of imagination as you did

rtm223, as for the knocking of the balances, they do need to be on the front plane I'm afraid. If you study the way that section is made, all three planes are used for something pretty important and this was the best way to arrange it. It is possible to fly around quickly without bumping them, you just have to be careful to stay close to the ground, or go high.

The spike section I will modify, and I will add a light or something to the grab winch. Will also look at the top hatch in the big room...

Thanks again for the feedback and the kind comments guys!
2009-06-17 05:00:00

Author:
chillum007
Posts: 228


Hey TC, I tried out your level and loved it. Normally I suck at puzzles but I making my way through just fine.

What I'm having troubles with are those Ghosts! There I am just having fun, solving some puzzles, everything is going fine...and the BOOM! A Ghost comes out of nowhere and kills me

Then once I know where it is, I still suck at dodging it :blush:

I'll give you more feedback it I can get through the level. So far I love everything about it
2009-06-17 22:55:00

Author:
gulliver49
Posts: 106


I forgot to say, when I played through, one fo the ghosts had a visible chain 2009-06-18 11:40:00

Author:
rtm223
Posts: 6497


Hey TC, I tried out your level and loved it. Normally I suck at puzzles but I making my way through just fine.

What I'm having troubles with are those Ghosts! There I am just having fun, solving some puzzles, everything is going fine...and the BOOM! A Ghost comes out of nowhere and kills me

Then once I know where it is, I still suck at dodging it :blush:

I'll give you more feedback it I can get through the level. So far I love everything about it
I agree with this entire post. I was having fun up until the ghosts. What I don't get is why you have infinite lives in other places preceding this, but not here, in the most difficult platforming section (so far, that is... IMO). I also feel like I just got lucky getting through the last of the spikes.

Also, (and I saw your thread in the Help! section, so I won't beat you up too badly over this) I had trouble getting down the vines because the strings kept stretching and made it very difficult to predict where I was gonna end up.

Really liked the puzzles though!
2009-06-18 13:04:00

Author:
v0rtex
Posts: 1878


Loved this level!

Sorry it took me so long to play your level, I can be slow when it comes to F4F.

Anyways I'll start off by saying how I love the visual layout of the level. With all the beams of light and green outside, leading the way with vines into the temple.

And of course, the puzzles, I never really got stumped, as it was always obvious as to what to do, but they were all a pretty decent challenge.

And very nice with the lighting effects, I thought it was very clever how you played that all out in the last puzzle.

The real negative I have to say about it is that it's only sitting at 3 stars, which is pretty lame, considering it shows how much effort you put into your level.

And maybe put a better icon for your level, it doesn't really do it justice.

I gave it 5 stars, to compensate for the average it's been getting.

Keep up the good work!
2009-06-19 02:25:00

Author:
Robbie
Posts: 41


rtm223 - I have made that chain invisible now, thanks for pointing that out.

Gulliver and v0rtex - Since everybody seems to like the level up until the ghost I am trying to think of an alternative to put in that section. But in the meantime I have changed the checkpoint before the ceiling hang to infinite lives. Very good suggestion v0rtex, I don't know why I didn't do that in the first place... Also, I have slowed down the movement of those ghosts even more so even if you take your time on the ceiling hang you should be able to get through ok.

Other changes.... have added a camera angle change (using magic mouth) to show the final bridge falling down, and a nice sound effect here.

I have made the safe spots in between the crushing spikes more obvious.

Added a light to the winch after the crushing spikes to make it more noticeable.

At the top of the domed crystal room, have added a walkway, so you don't have to jump between the two high arches. Have also made the camera track the player slightly more so you can see more of the light behind the shutter. I don't want to make it too obvious though as it is a puzzle level after all!

Also added a few sound effects here and there.

Nothing I can do about the stretchy string I'm afraid. Hope a patch fixes it.

So please give my level another go if you didn't make it to the end, I think you will like it.

For anyone who hasn't played yet - well it's better than ever now thanks to all the feedback so give it a go - don't let the 3* and low heart ratings put u off, it actually is a really good, well made, and fun level, especially if you like puzzles! Don't forget to heart!

Hey Robbie, just saw your post now - thanks for the compliments. Yeah it is a real shame about the low rating after all the effort I have put into this, especially when I see all the H4H levels and trophy levels with 4 and 5 stars! ah well.....
2009-06-19 02:35:00

Author:
chillum007
Posts: 228


I was dreading going through your level with the Ghosts the way there were, but now that you made them easier I'll have another go 2009-06-19 02:43:00

Author:
gulliver49
Posts: 106


Hey Robbie, just saw your post now - thanks for the compliments. Yeah it is a real shame about the low rating after all the effort I have put into this, especially when I see all the H4H levels and trophy levels with 4 and 5 stars! ah well.....

I hear ya man, you played my Boogie Bat level, I'm not sure what you rated it, but it sits at only 34 plays and 3 stars, which is a real bummer after working on it for so long.

Either way keep up the good work, and hopefully those updates will correct the rating to what it deserves.
2009-06-19 04:59:00

Author:
Robbie
Posts: 41


Puzzle Island had four stars for a few minutes earlier today! But then it went back down to three

I have made a few more changes to the level, nothing major, but I have finally made an icon for it.

I have also added a very nice camera pan when you finish the final puzzle to show the beam of light heading down to the little crystal.

Also changed the music for the level, since I got a comment that it didn't really match the style of level before, which I agreed with... just wish I had more music to choose from...
2009-06-19 15:33:00

Author:
chillum007
Posts: 228


I finished the level today. I believe I have the #2 spot

Here's what I thought could be improved on.

-Even though you gave Infinite lives for that first ghost, he still seems cheap to me. Any player is going to just jump down the vines no knowing that a ghost will pop up off-screen and kill them. Since the focus of your level is on puzzles, I wouldn't have this nuisance ruin the fun. I would recommend you take this particular ghost out completely. Even though I got through it (with infinite lives it was easy), but it still felt cheap to have it kill me from off-screen.

-The rest was all golden till, you guessed it, the second ghost. Now this ghost actually is pretty hard to get past. I don't know if you noticed. In fact, he is so hard, I would recommend putting an Infinite Spawning Checkpoint before him instead of the one you have right now. He isn't cheap like the first ghost, but he's tough and more lives would be nice.

-After that the rest was all golden again, but then the level ended so soon. I felt as if the top light of the 3 lights needed to proceed, could have used a puzzle. I mean, the other two had puzzles, yet this one just involves moving a platform. That fact is that your level is IMO, short. I would double it's length at least. One spot you could put another puzzle is where that top light is. I don't know how your thermometer is or if you are completely dry of new ideas, but a longer level with more puzzles is what I would like to see

-For the puzzles themselves, I felt like they were a bit too easy. You don't need to make people sit there for hours, but just bump up the difficulty a little bit. I rather sit there and figure out a puzzle then spend that time dying from those ghosts.

Visually you are light years ahead of me, and I can do nothing but complement you in that department

Remove that ghost, add that checkpoint, and make it longer and you will have a 5 star rating and heart from me

I look forward to your future levels.
2009-06-19 18:57:00

Author:
gulliver49
Posts: 106


Nice level.

I liked your use of materials and stickers to make it feel like a lost temple. Very nicely done. The characters themselves were well done too.

In my opinion the puzzles were a little on the easy side. I fininshed the level in a little under 15 minutes but thats just me.

Nice effect with the mirror boxes, but I would have enjoyed more variety in the puzzles rather than having them all focus on lighting up a particular object.

Rated 4* Ingenious Tag
2009-06-19 23:30:00

Author:
Unknown User


Okay, first off gotta say that this was one of the more enjoyable puzzle levels that I have played. I still think the 'Save Die Reload' level is my favorite puzzle level I have seen but that doesn't mean that I didn't really like your level ... because I did.

+ The visuals are pretty good. Even though you had a bit of a mash up of many different materials I didn't ever find myself saying that texture doesn't really look that good, or go well with the rest of the level.

+ The puzzles, although they didn't prove to be too challenging were still very enjoyable and at least made you do some thinking.

+ Really liked the visuals of the final light puzzle and the camera pan that you added on after you solve it was really nice. Just loved that whole puzzle overall.

+ Liked the added sound effect when you brought in the mirrors as well, that was a nice touch.

- When you go to the right on the final light puzzle (up that chain lift platform just before the swinging section with the ghost) you can jump into the back layer and then climb up the 'temple'. You can then see the lights up top being held up by dark matter and go over and jump on the monkey if you want to. haha

- Other than that I just never really like it when you can see outside of a level because I think it ruins the illusion that you are going for. This happens if you walk to the left at the beginning of the level. And if you fly all the way over to the left in the balancing puzzle.


= Overall a really nice level which got 5 stars and a heart from me.
2009-06-19 23:32:00

Author:
Coreymill
Posts: 85


Thanks guys, I have made couple more changes to attempt to fix the things you have pointed out here. Unfortunately my thermo is maxed out so cant add much to the level.

What I have done is fixed the camera angle at the start so you cant see the edge of the level. I have also zoomed the camera out on the descent to the temple of light so you have more of a chance to see and avoid the ghost. I tried making the vines differently but they kept breaking, so we are stuck with stretchy string vines for the moment.

Have also added more material around the first room in the temple so you cant see the background.

I did run out of ideas for puzzles by the ghost section, but am currently trying to think of a puzzle worthy, and light enough on the thermo to put there. I agree that there should be another puzzle here rather than the swingy ghosts, and will let you guys know when I have thought of something good enough.

Thanks again for the feedback... keep it coming...
2009-06-24 02:35:00

Author:
chillum007
Posts: 228


Played it tonight and really enjoyed it. Nice design, fun puzzles, cool lighting, fun characters and a lighthearted feeling throughout - even the dark areas 5 stars & hearted from me! Here's the photos I promised. Just quote this post and you will have the image links if you want them in your first post. Keep in mind the in game camera doesn't show spotlight lights so the color is a bit off.

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto-3.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_1-2.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_2-2.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_3-2.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_4-2.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_5-2.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_7-2.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_8-2.jpg

http://i629.photobucket.com/albums/uu15/Morgana25_photos/APhoto_9-2.jpg
2009-06-25 08:00:00

Author:
Morgana25
Posts: 5983


Thanks a lot Morgana! that is just awesome! you are a star I have put the pics in the first post now.

It's weird that the spotlights don't show up though... I wonder why?
2009-06-25 12:47:00

Author:
chillum007
Posts: 228


Wonderful, wonderful level. I felt like a puzzle-y level to play today with a friend, a remember hearing about Puzzle Island...and I certainly wasn't disappointed!

The visuals were great, and rather than the level just getting by on the strength of its gameplay (which it could have done, considering the strength of the puzzle design) the beautiful looks complemented the puzzles really well. So yeah, I was pleasantly surprised!

The puzzles themselves were great, and despite reading a few problems in this thread that other players encountered, I barely had any problems. My biggest gripe was the room with the three light beams that had to be bounced into the centre (which was a great idea btw, and beautifully executed!). But the very top of that room, where the roof had to be opened to let the sunlight in, was a bit too dark to see what needed to be done, and it wasn't until I turned up the brightness on my TV that I could see what to do.

My other problem was something that was mentioned previously, which was climbing down the vine which kept stretching and making it difficult to avoid the fire.

Overall though, it was a wonderfully thought out level, and carried out amazingly well. I really hope there is more to come from you, this has got me excited to see what comes next!

:star::star::star::star::star: and hearted. Great job!

edit: if you've got time, please check out my Jumping Castle level, I've had a lot of great feedback on it already from other LBPCers but I'd always love more!
2009-07-05 10:01:00

Author:
CheesyMcFly
Posts: 211


Just played this and found it awesome!!

The puzzles are interesting and innovative (at least I've seen nothing similar) though I had trouble setting the red libra in position.

The decoration are wisely placed and overall it feels great to gadder around the jungle and the temple.

Plus the final segment with the party in the village reminded me of some Asterix movies... lol

The more time passes the more high quality level I see from LBPC authors, also in this level nothing gone wrong or broke, so I have no real issue to underline and, since I was amazed with the visuals and the lighting I really have no suggestions on how you can improve it.

Rated 5 stars and hearted; this level quickly climbed my personal ladder to the same place with forbidden sacrifice, but yours have more puzzling in it!!!

Great job!!

F4F: The 7th Idol --- SURVIVAL GAME --- (https://lbpcentral.lbp-hub.com/index.php?t=t=13232)
2009-07-05 17:41:00

Author:
Miglioshin
Posts: 336


Thanks for the kind comments. I believe I have now fixed every single problem that people have found with this level! Well, except for a puzzle section instead of the ghosts, but I seriously doubt that my thermo can take it so it's just gonna stay as is.

So anyway, what I have done is added a light source at the top of the domed room so you can see what you have to do a bit more easily.

Also I finally fixed the stretchy vines!! yay! all it took was having two strings connecting each piece instead of one. So it should be a lot more forgiving and controllable making your way down to the Temple of Light now.

Thanks for all the feedback, I believe you have helped me hone this level to be as good as it can be! :hero:
2009-07-08 00:47:00

Author:
chillum007
Posts: 228


Youre obviously putting in a lot of work! Will try this one out tonight! 2011-02-13 09:26:00

Author:
FreakFire74
Posts: 12


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.