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Forbidden Sacrifice (Screens+Video) *Spotlighted*

Archive: 53 posts


Level Info:
**WARNING** This level is quite long, so make sure you have time to finish before starting. (Single player only)


"Solve the puzzles of The Serpent Temple to collect items
and store them in your inventory. Use the items wisely to
prove yourself worthy enough to see the gods and bring
back your beloved."

Level Name: Forbidden Sacrifice
CreatorPSN: Coreymill
VideoProducerPSN: xTrapperJonx

- The trailer and the images have slight spoilers for some of the puzzles in the level so if you want to try and complete it all on your own, you can stop reading now and just try the level out. And if you get stuck, or just when you finish the level ... come back and check out the trailer because my friend did an awesome job making it.

- This is my second LBP level that I have published, and the first original (since my first level was a recreation of an old game). The main idea for this level was to use an inventory to store items which you could use later in the level. I had this idea when I first saw the night/day tutorial level and how he made the objects follow you left and right.

- This level is the best that I could do with the idea, but I hope that people who are more talented level creators than myself will use the idea to make something even better!!

Trailer:

OtDtfbVpX5E

http://img.photobucket.com/albums/v54/kenshin7777/LBP/fs_lbp_005.jpg
http://img.photobucket.com/albums/v54/kenshin7777/LBP/fs_lbp_003.jpg
http://img.photobucket.com/albums/v54/kenshin7777/LBP/fs_lbp_001.jpg
http://img.photobucket.com/albums/v54/kenshin7777/LBP/fs_lbp_013.jpg
http://img.photobucket.com/albums/v54/kenshin7777/LBP/fs_lbp_009.jpg
http://img.photobucket.com/albums/v54/kenshin7777/LBP/fs_lbp_002.jpg
http://img.photobucket.com/albums/v54/kenshin7777/LBP/fs_lbp_007.jpg
2009-06-18 00:00:00

Author:
Coreymill
Posts: 85


That was a beautiful trailer, and the level looked gorgeous too.

I'll be sure to try this out.
2009-06-18 00:22:00

Author:
Kog
Posts: 2358


Nice level. I finished it.

A couple things I thought needed to be addressed.

1) In that electric puzzle part (the place where you have to drop those squares with the blue crosses to complete the curcuit) there is a sponge that you need to drag out to catch one of the squares. But it was a little hard to see that sponge. Do you think you could put a light on it or something?

2) I felt that you have amazing talent in creating visuals. Some structures really look fantastic, and even the lamps have nice details on them. But there are long stretches of the level that look empty. You might want to put some stuff on the walls specifically. I don't know how your Thermometer is looking right now, but I'm just saying it would be nice.

3) The right side of the last puzzle was ridiculously hard. It wasn't tough to figure out, but getting the bomb to the top platform was unnecessarily difficult. The bombs kept blowing up on my poor inventory and I seriously wasn't willing to replay the level if it got destroyed. I'm not sure how or whether you would be willing to make that spot a little more forgiving, but if you would, that would be a nice change.

4) There are many places where you use the paintinator to shoot these triangles to activate stuff. The thing is that I had NO CLUE you could do that, or that I was supposed to shoot those triangles. It would be nice if you put a speech bubble or something saying that the paint bounces off those surfaces.

5) In the very beginning and even later on, there are pits with spiky rocks with a thin layer of toxic gas. It felt a little cheap to just run into that pit and die. I would like if you made a thicker layer of gas so that players know now to fall down there.

Now for the things I liked

1) The structures and lighting. I mentioned this a little already, but I need to say it again. They look really nice!

2) The puzzles were also very nice. I didn't have to think too much except for maybe one or two spots, so it was very accessible.

3) That cut-scene you made was pretty neat. I wish I knew how to make something like that. Also the ending was cool too.

4) The inventory. I don't know how you managed to pull that thing off, but you did and it was so cool. I loved how it followed you around

Overall I gave it 4 Stars. I liked it a lot, but it was a little long for my tastes, and there are those 5 things I mentioned that I think need fixing.

But for a second level this is simply amazing! How long did it take you to make it?

And since your doing a F4F, try my second level

https://lbpcentral.lbp-hub.com/index.php?t=t=12514

Immediately you can see the difference between them. Yours is clearly better. But let me know what you think.
2009-06-18 02:07:00

Author:
gulliver49
Posts: 106


First off, thanks for taking the time to play through the whole level since I know that it must have taken a while to do.



It was a little hard to see that sponge. Do you think you could put a light on it or something?

I have been having about three or four people test my puzzles in the level from time to time and one of them also didn't notice that sponge for a long time while the others spotted it right away. I will think about adding some sort of hint/clue to make it more visible.


There are long stretches of the level that look empty. You might want to put some stuff on the walls specifically. I don't know how your Thermometer is looking right now, but I'm just saying it would be nice.

Some section were kept empty on purpose for the feel that I was going for in the level. However, others are just because of a lack of space. When I try and edit things in the level now it won't even let me do it because the thermo is maxed out.


The right side of the last puzzle was ridiculously hard. It wasn't tough to figure out, but getting the bomb to the top platform was unnecessarily difficult. The bombs kept blowing up on my poor inventory and I seriously wasn't willing to replay the level if it got destroyed.

Yeah, I am well aware that this is the most difficult section of the whole level. I have redesigned the lift and bomb countless times in order to make it as easy as possible. My last resort will be to make it so you don't actually use the items together, but I just didn't want to have to do that if I didn't need to. I will wait and see what others say about it and change it if it keeps giving everyone lots of trouble.

- As far as the bombs blowing up your inventory ... were you starting the timer on the bombs before you made it up to the higher platform? I could see it being frustrating to get the bombs up on the lift and up to the other platform but you don't need to start the timer until you are by the wall you want to blow up.


The thing is that I had NO CLUE you could do that, or that I was supposed to shoot those triangles.

This was meant to be part of the puzzle. I didn't want the player to know that they had to use it because it would make that particular puzzle extremely easy. Once again, I will wait and see if others run into the same problem and change it accordingly.


But for a second level this is simply amazing! How long did it take you to make it?

I don't know exactly how long it took, but a lot of work has gone into it. I've been working on it on and off for about 5 months now. Some days not working on it at all, others spending hours on it.

== Thanks again for taking the time to play through the whole level and leaving some nice detailed feedback. I am glad that you enjoyed the inventory mechanic, if there is enough interest I would be more than willing to make a thread in the objects section showing how it works in detail.
2009-06-18 21:23:00

Author:
Coreymill
Posts: 85


"As far as the bombs blowing up your inventory ... were you starting the timer on the bombs before you made it up to the higher platform? I could see it being frustrating to get the bombs up on the lift and up to the other platform but you don't need to start the timer until you are by the wall you want to blow up."

I know not to start the timer till I get it where I want it to be, but there was something really weird that kept happening to me. I didn't activate the bombs at all, but when I dropped them, they blew up anyway

Maybe you could make the inventory out of metal or something that cannot be destroyed. Or would that take some of the challenge out?

Anyway, I would love to see how you got that inventory to work. I'm still so new to the game that such a complex device seems impossible to make!
2009-06-18 22:54:00

Author:
gulliver49
Posts: 106


I didn't activate the bombs at all, but when I dropped them, they blew up anyway

Ahh ... okay, I know why that would happen. And I am pretty sure I can fix it relatively easily.


Maybe you could make the inventory out of metal or something that cannot be destroyed. Or would that take some of the challenge out? - Anyway, I would love to see how you got that inventory to work. I'm still so new to the game that such a complex device seems impossible to make!

The actual inventory is made out of wood, which can't be destroyed. It's the grabbable pieces which you use to take out the items that can be blown up. Once you blow up one of the 'buttons' the item it normally takes out will just continually fall out of the inventory and be unusable. But now that I think about it I think there was a glitch that allowed you to make other materials grabbable, not sure if that's been patched or not. I will have to look into it, not sure why I didn't think of that before now.

- I will try and get something put together to show how everything works within the next few days.
2009-06-18 23:09:00

Author:
Coreymill
Posts: 85


That was a long level >..<

Great puzzles, honestly. Just awesome. I love having to combine mechanisms to get stuff to work. I had the same 'shaken bomb syndrome' problem - shaking bombs (i.e. jumping to get them where you need them) detonates them. I managed to get through but there was a massive hole in my poor luggage inventory.

I really really hated having to walk all the waaaaay baaaack from the left side to the right after filling the inventory. It was very very slow, and there's really not much eye candy to look at as I go - just simple materials.

If you have any emitters with no switches attached, attaching a switch so they don't emit in create mode can clear up a decent amount of thermo.

So basically, challenging level, creative. The puzzles are fun, but the parts in between them where nothing at all is happening, are not fun.

4-starred.
2009-06-19 01:30:00

Author:
Loius
Posts: 342


That was a long level >..<

Great puzzles, honestly. Just awesome. I love having to combine mechanisms to get stuff to work. I had the same 'shaken bomb syndrome' problem - shaking bombs (i.e. jumping to get them where you need them) detonates them. I managed to get through but there was a massive hole in my poor luggage inventory.

lol. Yeah, it is a really long level.

- Thanks a lot. I will fix the bomb problem tonight and re-upload the level so they don't explode on you like that.



I really really hated having to walk all the waaaaay baaaack from the left side to the right after filling the inventory. It was very very slow, and there's really not much eye candy to look at as I go - just simple materials.

If you have any emitters with no switches attached, attaching a switch so they don't emit in create mode can clear up a decent amount of thermo.

Yeah, I know that the walk back is a bit of a hassle, and not too exciting. It was something where when I drew up the layout for the level I didn't anticipate that distance taking as long as it actually does. And once I had it all built and realized how long it took there was no going back.

- I am pretty sure that all emitters are hooked up to switches but I will double check and keep trying to think of something to make the journey back a bit more eventful and less of a chore. I was going for a sparse and lonely feel to the level, but I know that the walk back is a bit too much. Thanks again for taking the time to play through the level and give some feedback. C:
2009-06-19 03:31:00

Author:
Coreymill
Posts: 85


WOW I really liked the level. It started out solemn and peacful and the puzzles were great! The last puzzle really had me thinking! The other puzzles too were complex but could be solved with a little thinking. The lighthing was great and so were the snake decorations. I really like that door. The Inventory was a Great touch! I really liked it. wish MM would give us a tool like that. the thing is...is the bottom supposed to explode? There were multple holes in it by the time I finished...and yeah,,,,the bomb exploded when I dropped it too...Other then that, this level was fantastic. Especially for a second level! Sad ending though.

4 stars/ brilliant/ hearted! (not at the moment but will get to it!)

F4F: Oh and can you give some feedback on my Siren level series please? it's in my signature below. If you can't do both levels then just the second one, thanks!
2009-06-19 05:52:00

Author:
Noroibito
Posts: 211


But now that I think about it I think there was a glitch that allowed you to make other materials grabbable, not sure if that's been patched or not.

That glitch got patched a while back. Shame, because it was very useful. You level looks great by the way I will play it next time I am on.
2009-06-19 06:08:00

Author:
chillum007
Posts: 228


So, I just played it, and still have lump in my throat from the end.... I loved it. You were right about it being long, but it was worth the effort. How did you fit all of it in the thermometer?!

PROs

The Puzzles were just great, I might have to steal some ideas from you to put in my own levels! I particularly liked the first one with the reflecting paintballs. It was a real "ah-ha" moment when I worked out what to do.

The inventory system worked really well, most of the time, and was very inventive.

The atmosphere was great too. I loved the fireflys and the leaves blowing in the wind towards the start of the level. The decorations in the temple were very well done too. In fact the whole temple area gave a really nice impression of exploration and discovery.

The cutscene part was cool, and gave a bit more meaning to the story which really helped with the immersion.

The end I loved, even if it was a bit sad - it was very original again. Great ideas all the way through.

CONs

In the reflecting paintball puzzle, I struggled for ages trying to get that ball over the steps by pushing and pulling it, until I worked out it was only possible by getting inside the ball. I guess that was part of the puzzle but it's not very intuitive. maybe make the steps smaller or sloped so it is possible to get the ball over without getting inside?

The final big puzzle in the snake room was very frustrating. It was very difficult getting the bomb and me onto the lift to get up to the ledge, because the goes up immediately as you get on it, giving no time to pull the bomb up. Add a small delay to the lift activating maybe? I also got trapped unerneath and squashed by the lift several times when trying to jump on it from the plane behind. A delay would fix that too.

Also I got squashed between the lift and the big god head in that room several times, which was annoying.

As has been mentioned before some areas look a bit bland, maybe a few more decorations here and there would be good.

SCORE

Brilliant level overall, I gave it 4* and hearted it. The only reason it didn't get 5* was the frustration at the last puzzle. Good job!

P.S. some feedback on my Puzzle Island level would be greatly appreciated from a fellow puzzler!
2009-06-19 09:37:00

Author:
chillum007
Posts: 228


Wow. :o

"there's no turning back now" + bridge collapsing happened at the same time.
light fuse = awesome
"Smashing" the rocks wasn't very intuitive for me. I grabbed/climbed everywhere possible. I was looking for a rock to drop on it. Maybe you could make the magic mouth say jumping about jumping down from a height or something?
temple = incredible detail
fireflies were a nice touch. How do you get them to go in circles?

The first bomb/hammer puzzle took me ages. I tried the solution the first time, but it didn't work for some reason (I can't remember why). Then I thought you needed 2 of them in the centre. Maybe you should make the block in the middle of the bombs a little smaller so the chain is eaiser to make/see?

Had no problems with the other puzzles.
I was able to get to the electricity puzzle before I got the paintball gun though. I spent ages trying to get the blocks to dissolve by other means (jumping/grabbing/etc).

So I had to stop when I had the bomb+lift+gun. Where is the 3rd powerup?
When I first got the bombs, I was able to drag one down to the top of the S shape stars (the one with the mask on top). Anyways, the bomb got stuck so I couldn't get back up. I couldn't slip past or detonate the bomb. Fix that.
Is the 3rd powerup up that way?

I just think you should lock certain rooms until you have the powerups you need to complete them.
Also maybe say to hold the buttons on the inv. I was just tapping them (like w/the bombs) so I thought the lift powerup was broken when I got it.

Lighting/camera/effects/look/mood/everything else was perfect.
Inventory is way awesome.

I had to quit because I couldn't find the 3rd powerup, so i'll attempt it again tomorrow.

9/10 from what I have seen so far. Nice level.
2009-06-19 13:36:00

Author:
midnight_heist
Posts: 2513


= A storm took out my internet for a while there so ... late reply.



The thing is...is the bottom supposed to explode? There were multple holes in it by the time I finished...and yeah,,,,the bomb exploded when I dropped it too...Other then that, this level was fantastic. Especially for a second level! Sad ending though.

Thanks so much for all of the really nice compliments. I am glad to hear you enjoyed the inventory and the level as a whole.

- I have uploaded a new version where the bottom section will not explode, however the 'buttons' still can be destroyed which does wreck the inventory. I also have re-designed the bombs so they will not be so 'explodey'. haha






So, I just played it, and still have lump in my throat from the end.... I loved it. You were right about it being long, but it was worth the effort. How did you fit all of it in the thermometer?!

- Haha, yeah I know it's a very long level but thanks! I definitely did have to sacrifice a bit of looks to be able to fit everything in the level.


The Puzzles were just great, I might have to steal some ideas from you to put in my own levels!
-The end I loved, even if it was a bit sad - it was very original again. Great ideas all the way through.

- Go for it. I know that I borrowed ideas from other puzzley games that I have played over the years to help me out.

- Also, thanks for all the compliments, good to hear about areas that you enjoyed.



In the reflecting paintball puzzle, I struggled for ages trying to get that ball over the steps by pushing and pulling it

- I have an idea that I think will help out with this potential frustration/problem.


The final big puzzle in the snake room was very frustrating. It was very difficult getting the bomb and me onto the lift to get up to the ledge, because the goes up immediately as you get on it, giving no time to pull the bomb up. Add a small delay to the lift activating maybe?

- Yeah, I know that this part is unnecessarily difficult at the moment. But the delay is a very good idea. I will try and get that implemented and see how it works. Thanks again for all the feedback.






"Smashing" the rocks wasn't very intuitive for me. I grabbed/climbed everywhere possible. I was looking for a rock to drop on it. Maybe you could make the magic mouth say jumping about jumping down from a height or something?

- There actually is a magic mouth that activates there if you stay on top of the rocks for a little while. I went ahead and increased the trigger radius for the timer on that speech bubble to start. Hopefully that will help. Unless that speech bubble did come up and you thought it was unclear ... maybe I can change the wording in that case.


fireflies were a nice touch. How do you get them to go in circles?

- They actually don't move in circles ... they are relatively random but do move in something like a circle.
:HOW TO:
- First ... connect a piece of material to something that won't move using a piston. =That is what will give you the up and down motion=
- Then you take a small rectangular piece of thin layer material and bolt it (with a wobble bolt) to the material that is moving up and down from before.
=This is what will give the left and right movement=
- Take a rod (make it invisible) and connect one end to that thin layer rectangle and connect the other end to the light (fireflies).
-Adjust the settings on the piston and wobble bolt until they are to your liking.


Maybe you should make the block in the middle of the bombs a little smaller so the chain is eaiser to make/see?
- I was able to get to the electricity puzzle before I got the paintball gun though. I spent ages trying to get the blocks to dissolve by other means (jumping/grabbing/etc).

- I have tried adjusting this puzzle so I think it will be more likely to make the chain reaction now.


So I had to stop when I had the bomb+lift+gun. Where is the 3rd powerup?

- After you get the gun. If you walk out of that section, up the ramp, and then continue to walk to the right. The camera will zoom out and look up to a section above you which you can get to using the lift. Hopefully that's clear enough.


When I first got the bombs, I was able to drag one down to the top of the S shape stars (the one with the mask on top). Anyways, the bomb got stuck so I couldn't get back up. I couldn't slip past or detonate the bomb. Fix that.

- Wow, you would be a good playtester ... You do some crazy things that I would never think to do when testing.
- I tipped the head up some more ... so you should be able to drag a bomb down there if you were so inclined. (although you don't have to).


I was able to get to the electricity puzzle before I got the paintball gun though. I spent ages trying to get the blocks to dissolve by other means (jumping/grabbing/etc).

- Sorry about that ... I tried to make that impossible but was only able to make it difficult but still possible. I have gone ahead and put a speech bubble there which should deter people from trying to get over there with the lift.


Also maybe say to hold the buttons on the inv. I was just tapping them (like w/the bombs) so I thought the lift powerup was broken when I got it.

- It actually does say to grab and hold the buttons. I maybe could change hold to all caps to make it stand out more.

= Thanks for playing the level and leaving some really nice feedback. You found a lot of interesting things which I have been able to tweak. I am sorry that it kinda broke on your though, I hope that if you find the time to play through again you don't have so many problems.
2009-06-20 02:14:00

Author:
Coreymill
Posts: 85


I am curious - why are the inventory grab switches not one-shot?2009-06-20 03:43:00

Author:
Loius
Posts: 342


I am curious - why are the inventory grab switches not one-shot?

- This would be because I have never really used them before. I never quite understood what the one-shot switches did. The actual grab switches are set to directional since they are hooked up to an AND switch. And then when activated I was using an on/off switch.

*switches them to one-shot*

- Because of the way I have them set up at the moment they still act about the same when they are set to one shot. My solution for getting the inventory switches to work is less than perfect. I will try and think up something better.


EDIT: Okay ... redesigned a little bit and the items are much more responsive. Meaning, you don't have to hold the button anymore, the items just come out even if you just grab it real quick and let go. Also, using one-shot the items only come out one time while you are grabbing the button instead of just spawning new ones.

Thank you. C:
2009-06-20 05:32:00

Author:
Coreymill
Posts: 85


Yays, I was helpful 2009-06-20 07:15:00

Author:
Loius
Posts: 342


hey finished your level last night and the least I can say was that I was impressed.


The puzzles were fantastic and very inventive.

The inventory was a nice touch, it would have been nice to play with the grapple hook a little more and if possible to minimize the inv a little bit as it was rather large and took you eyes off the environment. The last puzzle I got stuck after finishing it because i was trapped under the mask. Your thermo must be full but if possible script some invisible walls for just a second so you don't get crushed sack people

The atmosphere was well done, but a little too brown in some instances where you could have added some green here and there, I did like the flowing leaves though I haven't seen that before.

All in all I think I gave it the full 5 because the puzzles were so inventive. I can't wait till the beta is done and see what the whole community will be capable of. Till then:hero:
2009-06-23 16:50:00

Author:
Waldo
Posts: 108


His level looks very good. I will be sure to try it out as soon as I can!2009-06-23 17:46:00

Author:
bbdogdude
Posts: 37


The inventory was a nice touch, it would have been nice to play with the grapple hook a little more and if possible to minimize the inv a little bit as it was rather large and took you eyes off the environment.

Thanks, and I would have liked to have been able to incorporate a lot of the items more than I did but I just simply ran out of room. I could have made the level span more than one level or taken out some of the introduction, but I just didn't want to ... so had to make due with what I had. The lack of thermometer and just area to work with in the level is one of the reasons I kept the inventory so large. There's not anything to look at in the level behind the inventory ... I had to keep it simple to save room, there's just a boring wall.


The last puzzle I got stuck after finishing it because i was trapped under the mask. Your thermo must be full but if possible script some invisible walls for just a second so you don't get crushed sack people.

Sorry about that, you technically could just kill yourself and then jump back down and finished the level. However, you obviously shouldn't need to do that. I thought that I had already solved this problem but I guess I will have to do some more tweaking.


All in all I think I gave it the full 5 because the puzzles were so inventive. I can't wait till the beta is done and see what the whole community will be capable of. Till then:hero:

Thank you very much for taking the time to play through the level and leave some feedback. Good to hear that you enjoyed the level, at least overall. C:
2009-06-24 07:52:00

Author:
Coreymill
Posts: 85


I broke it. Right at the end.

After completing the circuit, I assumed I was all done, so headed back to the gate thing. Nothing was really happeing so I used the lift to get up and over the huge block. Problem being that my inventory followed me and when the sponges tried to pass through the block, they all got destroyed and I was left with a broken inventory.

The rest of the level, I loved. Normally I don`t like the slower paced levels, but with this it wasn`t really an issue for the most part.

The only things I would suggest were to give clearer directions on occasion. After I got the paint gun, I assumed that I was to shoot something across the gap that I had come to. Was only after 5 to 10 minutes of shooting at everything I could see that I decided to head back. Only then did I notice the platform above. The level is quite dark and that was pretty easy to miss. Maybe figuring out where to go is part of the puzzle aspect, but tbh, time spent shooting running about searching for something that will continue the level is time spent not enjoying the level.
Also at the end. When everything lit up I expected a cutscene to show me what I`d achieved but got nothing. If something did happen I certainly didn`t see it. Hence the reason I headed back along.

I thought the puzzles were great though. I can see why people would struggle to find that sponge or the triangle thing, but it wasn`t impossible to work out. I thought they were inventive and worked well.

The limit of 5 paint balls was a bit irritating at times though. Especialy as I never encountered a point where having 10, 20 or unlimited paintballs would provide any advantage (bearing in mind I never got to do the last puzzle) over 5. All it meant was that at times you`d need to go back out the room to the inventory, grab the switch, then come back in. Small things like that can frustrate players when they`re trying to work out a puzzle and often end up with them getting fed up with the level.

My last suggestion would be to add checkpoints in the lifts. You have 2 that work on directional switches. Problem being that if you jump onto a crack in the floor (or a gap between lift and solid ground) you could find yourself being squished with no way of getting the lift back. LBP has a funny habit of killing you without having a particularly good reason for doing so.

Anyway, this is one of my favourite levels in LBP. Long levels based more around puzzles than platforming are not usually my thing but you`ve made a fantastic level that everyone should experience. I imagine it`s not for everyone, but I think you could convert a few platform lover along the way. Well done.

5 Stars, hearted and 'Brilliant' tag.
2009-06-24 19:30:00

Author:
Matt 82
Posts: 1096


The trailer was beautiful, I'll be sure to try this out.2009-06-24 19:55:00

Author:
Code1337
Posts: 3476


After completing the circuit, I assumed I was all done, so headed back to the gate thing. Nothing was really happeing so I used the lift to get up and over the huge block. Problem being that my inventory followed me and when the sponges tried to pass through the block, they all got destroyed and I was left with a broken inventory.

Really sorry about that. I have no idea how I never thought of someone trying to use the lift to get over that door. And I have been thinking about making it more obvious that you need to push that button after completing the circuit there as well. I will try and fix those couple problems before I leave for work in a little bit. But if I can't fix them before that I will fix and re-upload when I get back later tonight.



After I got the paint gun, I assumed that I was to shoot something across the gap that I had come to. Was only after 5 to 10 minutes of shooting at everything I could see that I decided to head back. Only then did I notice the platform above. The level is quite dark and that was pretty easy to miss. Maybe figuring out where to go is part of the puzzle aspect, but tbh, time spent shooting running about searching for something that will continue the level is time spent not enjoying the level.

I had thought that platform above was pretty easy to see, but you are the second person now that didn't noticed it the first time they ran by it. So I will definitely try and think of something to help bring more attention to it. Hopefully that will be enough to prevent any searching around for where to go because I don't want people to be doing that.



The limit of 5 paint balls was a bit irritating at times though. Especialy as I never encountered a point where having 10, 20 or unlimited paintballs would provide any advantage. All it meant was that at times you`d need to go back out the room to the inventory, grab the switch, then come back in. Small things like that can frustrate players when they`re trying to work out a puzzle and often end up with them getting fed up with the level.

Yeah, this is a good point. When I first made the level I did have a reason for the limit being there but somewhere along the line it was omitted so there's isn't that much of a reason for it. The only downside of switching it is that I will need to remake the sign I have to say that you have more shots than before and it will take a while to remake it. I will do it but it won't be in this first round of updates that I am going to do hopefully before I leave.




My last suggestion would be to add checkpoints in the lifts. You have 2 that work on directional switches. Problem being that if you jump onto a crack in the floor (or a gap between lift and solid ground) you could find yourself being squished with no way of getting the lift back. LBP has a funny habit of killing you without having a particularly good reason for doing so.

I don't think this is a problem actually. There is a save point in the first lift as you come up from the dungeon area. And I built a fail safe into the second lift that takes you up to the lift puzzle. So if you jump out of it or happen to die somehow it will come back down even if it is switched to go up.



I thought the puzzles were great though. I can see why people would struggle to find that sponge or the triangle thing, but it wasn`t impossible to work out. I thought they were inventive and worked well.
Anyway, this is one of my favourite levels in LBP. Long levels based more around puzzles than platforming are not usually my thing but you`ve made a fantastic level that everyone should experience. I imagine it`s not for everyone, but I think you could convert a few platform lovers along the way. Well done.
5 Stars, hearted and 'Brilliant' tag.

Thank you very much, that's one of the nicest comments I have ever received.

Thanks again for taking the time to play through the level and leave some very useful feedback. I will fix all of those problems and have it re-uploaded by tonight at the latest.
2009-06-24 20:56:00

Author:
Coreymill
Posts: 85


No probs dude. You really have a great level there.

I obviously never tested the failsafe in the lifts, but I just thought I`d mention it as more often than not people forget. When you do make numerous changes, you should post a list of everything you`ve done to let people know.
2009-06-24 22:25:00

Author:
Matt 82
Posts: 1096


You know - if your level is even half as good as your trailer I'm going to love it. I'll play it tonight. btw - where is that music from in the trailer? Simply lovely.2009-06-24 22:44:00

Author:
Morgana25
Posts: 5983


I obviously never tested the failsafe in the lifts, but I just thought I`d mention it as more often than not people forget. When you do make numerous changes, you should post a list of everything you`ve done to let people know.

Yeah, thanks for mentioning it. I didn't think about people dying or falling off lifts until late ... it's one of the last things that I put into the level.

- I will post something with the major updates I have made in the level once I finish updating everything that has been mentioned up till now.



You know - if your level is even half as good as your trailer I'm going to love it. I'll play it tonight. btw - where is that music from in the trailer? Simply lovely.

I really hope that my level will be able to live up to what my friend was able to create in the trailer for it. Yeah, I loved the song as well; we found it on a site called Jamendo. It has music that people have created up on the site which you can download for free. They just usually ask for some sort of recognition for their music if you use it for anything.
2009-06-25 05:34:00

Author:
Coreymill
Posts: 85


Ok - just finished it and WOW - nice work. Innovative inventory thing, Great design, Amazingly smart and unique puzzles, and an emotionally engaging and heart breaking story.... I'm in awe

Average player won't make it through a lot of the puzzle sections I think but don't change a thing. It's a hardcore players dream and incredibly memorable. You - are a master story teller I think Make more! 5 stars & hearted. Thank YOU for sharing it!
2009-06-25 05:44:00

Author:
Morgana25
Posts: 5983


I thought this level was awesome...but I couldn't finish. I got stuck at the electric blocks. The block on top would get stuck at the top, then sometimes fall through quickly. I tried to shoot it from different areas but couldn't figure it out...not sure if its a glitch or if I just couldn't solve the puzzle.

+great atmosphere
+story was shaping up nicely
+the design on the front of the temple is outstanding, as was certain parts of the temple.
+long!
+the inventory was very cool...I haven't seen anything like that before, is that the first time something like this is used?
+awesome puzzles, very cerebral which I like

-long
-I was fighting the camera in some spots where it shifts dramatically, usually when you're entering or leaving an area.
-some of the puzzles could use some indicator hints...personally I don't have the a problem with the way they are, but it was difficult to know what my goal was with some of them.
-On the snake mouth puzzle, the block kept getting stuck on top and took me a while to manuever it. It's got a difficult shape to move if it gets stuck
-I ended up using the lift to cross that gap (I did get the paininator first). Was I supposed to use something else? You can cross by putting it at the top and jumping right before it peaks.

On the whole I thought this was really a clever level and well put together. I wish I could finish - let me know how I get through that puzzle and I'll try again soon. Nice work, I hope you get a bunch more plays!
2009-06-25 07:33:00

Author:
phife211
Posts: 62


I thought this level was awesome...but I couldn't finish. I got stuck at the electric blocks. The block on top would get stuck at the top, then sometimes fall through quickly. I tried to shoot it from different areas but couldn't figure it out...not sure if its a glitch or if I just couldn't solve the puzzle.

It's not glitched - there is a way to finish - Look closely.
2009-06-25 07:50:00

Author:
Morgana25
Posts: 5983


Ok - just finished it and WOW - nice work. Innovative inventory thing, Great design, Amazingly smart and unique puzzles, and an emotionally engaging and heart breaking story.... I'm in awe

Average player won't make it through a lot of the puzzle sections I think but don't change a thing. It's a hardcore players dream and incredibly memorable. You - are a master story teller I think Make more! 5 stars & hearted. Thank YOU for sharing it!

Thank you so much, I am really glad that you enjoyed it so much. I wish everyone could have such a positive experience with the level.

____________________________



I thought this level was awesome...but I couldn't finish. I got stuck at the electric blocks. The block on top would get stuck at the top, then sometimes fall through quickly. I tried to shoot it from different areas but couldn't figure it out...not sure if its a glitch or if I just couldn't solve the puzzle.

- Yeah, I just saw your post on the level after someone else seemed to have a similar problem. First off let me say that I am really sorry. I always feel so terrible when someone runs into something which makes them unable to finish the level. I have rounded out the edges of the block on the left to help out with any potential snagging with that block. However, you had a problem with the other. I am not exactly sure what the problem you are describing is. I think you may have just missed part of the puzzle.
There is actually a sponge to the bottom right of the puzzle which you have to pull out and make that top block fall onto. Not sure if you had seen that or not since there have been one or two other people who had trouble noticing it as well.




+great atmosphere
+story was shaping up nicely
+the design on the front of the temple is outstanding, as was certain parts of the temple.
+long!
+the inventory was very cool...I haven't seen anything like that before, is that the first time something like this is used?
+awesome puzzles, very cerebral which I like

Thank you. As far as I know this is the first time that an inventory has been used in a level. I haven't seen it anywhere else.




-I was fighting the camera in some spots where it shifts dramatically, usually when you're entering or leaving an area.
-some of the puzzles could use some indicator hints...personally I don't have the a problem with the way they are, but it was difficult to know what my goal was with some of them.
-On the snake mouth puzzle, the block kept getting stuck on top and took me a while to manuever it. It's got a difficult shape to move if it gets stuck
-I ended up using the lift to cross that gap (I did get the paininator first). Was I supposed to use something else? You can cross by putting it at the top and jumping right before it peaks.

- Yeah, I always fight with the camera ... trying to find a balance between aesthetics and function. I will try and keep tweaking them.

- I have previously added in a few hints, which are set on timers ... so if you get stuck for a while they will trigger and give you a hint. I put them in a couple of the puzzles which people have expressed having difficulty about what they should be doing. I will see if I can find any more instances where they may be useful.

- I haven't run into the same problem you have had with the snake mouth puzzle so I will have to do some testing to try and duplicate it and try to come up with a solution.

- Haha ... yeah, I know that you can use the lift to make it across it's just not really easy. I wanted it to be impossible but the other item you get (which you are supposed to use to bridge the gap) can't reach any further than it is now. The speech bubble, which was meant to detract players from using the lift to get across, was my quick/temporary fix until I thought of something better. The other item is up above, if you go back to the right a little bit after getting the gun and use the lift, that's where you are able to get the final item.



On the whole I thought this was really a clever level and well put together. I wish I could finish - let me know how I get through that puzzle and I'll try again soon. Nice work, I hope you get a bunch more plays!

Thanks again, I am glad that even though you ran into some problems your experience on the whole was a positive one.
2009-06-25 08:02:00

Author:
Coreymill
Posts: 85


I just watched your trailer and saw the grappling hook work properly for the first time. I obviously wasn't placing it close enough to the edge as that block never appeared for me. however it still got me across gaps twice in a slightly unorthodox fashion. I remember thinking at the time, "there's no way he meant that!". I wish I had a recording as it's pretty funny now that I see how it should've looked.

since it's been brought up I also had a small issue at the circuit puzzle with the block on the right not falling. all it needed was a bit of persuasion, but I suppose it might fool some players into thinking that they should be doing something else. it only seemed to happen on the first block, if that's any use to you.
2009-06-25 12:05:00

Author:
Matt 82
Posts: 1096


I had a go earlier, the inventory is a great idea, kudos on that! I only managed to fill it up with one item (the bomb) before coming a cropper at the first bomb puzzle. When i initially entered the section with the puzzle, there were 3 bomb boxes being emitted on the right, just next to the hammer, along with the two single ones. I was playing around trying to solve the puzzle, and after a short while the three boxes stopped being emitted. I don't even know if they are are essential to solving the puzzle, but i couldn't get past that bit. I did see some shards of glass piling up in the area where the boxes had been emitted, so i don't know if they were cancelling them out.

One other thing, the bit at the start where you have to drag the thin sponge with the flame to open the door, didn't trigger straight away. I dragged it to the door a few times before it opened, and that might be something to tweak, someone might assume thats not what you have to do and get a bit frustrated.

I'm only mentioning the potential glitches here, when I've completed the level I'll comment on everything else, it looks like it'll be a lot of fun.
2009-06-25 12:30:00

Author:
julesyjules
Posts: 1156


While there are so many amazing little details I could list as reasons why I love this level (burning through the rope with the candle, riding inside the tube, the tiny visual details, the dream sequence! the bouncing paintballs!!) the thing that absolutely dominates this level and elevates it to the level of genius is the brilliant implementation of the inventory, which works far far better than I ever would have imagined it could. Solving simple puzzles using the items collected along the way is SO satisfying and makes this level an absolute joy to play.

And that final puzzle? I couldn't believe how brilliantly it incorporated every single item in such an ingenious way. While it could be frustrating at times with items disappearing before I had a chance to use them, I was never tempted to give up because the whole thing was just so well-designed that it never felt unfair.

However I don't want this to just turn into me gushing about all the things I loved (although it would be very easy to do that!) so I should try and mention some of the things that could be improved. As you say, it is a very long level, and I noticed as I played it that some areas were huge and spread long distances apart, but were very empty and without decoration. However at the same time there were the most beautiful rooms and setpieces along the way, it just felt like there was too much padding and empty space between them. The start especially was very long and plain (although I did love your rock formations, they looked very naturalistic) but I think this level would benefit immensely from being tightened upso that there is less empty space between the amazing parts.

The other thing about such a long level is that I think it's easy for the player to lose track of where to go next, although generally you did a really good job of making sure that the player wasn't lost. The only part that could probably be clearer is the opening of the snake door at the very end, I had a feeling I had to backtrack but I couldn't exactly remember where the door was, maybe a magic mouth attached to a cutscene camera could pan across the level and show the player the way onwards? Or something similar, I think it would make a big difference.

Those were the only areas where I could see any improvements being made, and even then they're only incremental changes and nothing major. As you can probably tell I thought this was an absolutely brilliant level, by far one of the best I've played in the close to 6 months I've had this game. (Oh, and the ending?? Just phenomenal!)

:star::star::star::star::star: and a heart, amazing job!


PS If you have time, I'd love F4F on my Jumping Castle level
2009-06-25 16:34:00

Author:
CheesyMcFly
Posts: 211


Any of the minor flaws in this level are easily overshadowed by the innovation presented.
I thought it was amazing.
At the end i was like "hey, wait! i didnt sign up for this!"
2009-06-25 17:39:00

Author:
Deftmute
Posts: 730


Okay, thanks for the feedback everyone. Lots to reply to here.

Matt


I remember thinking at the time, "there's no way he meant that!". I wish I had a recording as it's pretty funny now that I see how it should've looked.

Since it's been brought up I also had a small issue at the circuit puzzle with the block on the right not falling. all it needed was a bit of persuasion, but I suppose it might fool some players into thinking that they should be doing something else. it only seemed to happen on the first block, if that's any use to you.

Hahah ... I wish you had a video of it as well, I would like to see it.

- The block up there used to not fall correctly when I first made it, but I thought I had solved the problem when I redesigned it but it looks like I might need to give it another little face lift to make it work 100% of the time.

____________________________

JulesyJules


When i initially entered the section with the puzzle, there were 3 bomb boxes being emitted on the right, just next to the hammer, along with the two single ones. I was playing around trying to solve the puzzle, and after a short while the three boxes stopped being emitted. I don't even know if they are are essential to solving the puzzle, but i couldn't get past that bit. I did see some shards of glass piling up in the area where the boxes had been emitted, so i don't know if they were cancelling them out.

Man, and I thought I had made this puzzle so you could never break it already ... Yeah, you most certainly to need those ones to be emitted to solve the puzzle. And I am pretty sure that if you dropped enough of the bombs from up top down to the right it would be possible to stop them from emitting because of the glass pieces like you have said. However, I am pretty sure that I have thought of an easy fix for this problem.


One other thing, the bit at the start where you have to drag the thin sponge with the flame to open the door, didn't trigger straight away. I dragged it to the door a few times before it opened, and that might be something to tweak, someone might assume thats not what you have to do and get a bit frustrated.

Yeah, that thing can be a little touchy at times. I will see what I can do.

__________________

CheesyMcFly


While there are so many amazing little details I could list as reasons why I love this level, the thing that absolutely dominates this level and elevates it to the level of genius is the brilliant implementation of the inventory. Solving simple puzzles using the items collected along the way is SO satisfying and makes this level an absolute joy to play.

And that final puzzle? I couldn't believe how brilliantly it incorporated every single item in such an ingenious way. While it could be frustrating at times with items disappearing before I had a chance to use them, I was never tempted to give up because the whole thing was just so well-designed that it never felt unfair.

Thanks a lot, really glad to hear that you were able to enjoy the level so much and not run into any major problems.


The start especially was very long and plain (although I did love your rock formations, they looked very naturalistic) but I think this level would benefit immensely from being tightened upso that there is less empty space between the amazing parts.

I completely agree that there are some long stretches without anything happening and if I could re-do the level from scratch I would definitely try and tighten things up. However, now that it's all built I don't think that I can cut sections out without having to completely remake most of the level.


The only part that could probably be clearer is the opening of the snake door at the very end, I had a feeling I had to backtrack but I couldn't exactly remember where the door was, maybe a magic mouth attached to a cutscene camera could pan across the level and show the player the way onwards? Or something similar, I think it would make a big difference.

Good suggestion here. I had been wondering if people would remember what I was referring to or not, and I agree that a camera there would be helpful. I will try and get something in there when I do this next set of edits.


Those were the only areas where I could see any improvements being made, and even then they're only incremental changes and nothing major. As you can probably tell I thought this was an absolutely brilliant level, by far one of the best I've played in the close to 6 months I've had this game. (Oh, and the ending?? Just phenomenal!)

:star::star::star::star::star: and a heart, amazing job!

Thanks again for playing the level and leaving some feedback C:

_______________

Deftmute


Any of the minor flaws in this level are easily overshadowed by the innovation presented.
I thought it was amazing.
At the end i was like "hey, wait! i didnt sign up for this!"

Haha, yeah you are forced into the ending.

Thanks a lot for playing the level, I am glad you enjoyed it : )
2009-06-25 19:52:00

Author:
Coreymill
Posts: 85


Wow, i think that's the longest time I've ever spent in a single level. My levels took less time to make than yours do to complete. ; )

It's stellar. Not everyone will have the patience for it, but more fool them. Most levels MAY have something you've never seen before, but this is an embarrassment of riches - the inventory, the grapple, the reflecting paintshots. And that's not even considering the great puzzles that you've framed them with. 30 minutes i spent playing this level. 30!! That's the equal of 45 falling bomb levels.

Brilliant work, and I'm SO looking forward to reading your comments section if (and I'm really willing it to) the level ever manages to get to the Cools, where it deserves to be.

BTW, I had none of the problems from earlier, all worked sweet!
2009-06-25 20:21:00

Author:
julesyjules
Posts: 1156


Wow, I loved the trailer. Seems like I will play this level now. I will give you my feedback on how it runs afterward.2009-06-25 20:44:00

Author:
blacknumbers
Posts: 79


This level is great. I loved almost everything about it.

The fact that the sponges on the inventory are so close together can sometimes be annoying. I occasionally got an item I didn't want, then had to wait for it to go away.

Second, on the part where it says "you need something other than the lift to get past here", I was able to get past using the lift. I spawned the lift on the edge of the incline, then jumped on it. The lift slid down while it lifted me up, and I was able to jump across. I didn't even know there was a grappling hook until I was walking back and noticed a platform up above me. (Though after I found the grapple I felt clever. )

Overall, though, it was incredible.
2009-06-26 04:20:00

Author:
StrayFelisCatus
Posts: 178


I gotta hand it to you... I really like this level. I probably played it half way through and still gave it 5 stars and a heart - I'll be coming back when I have time to finish it.

So far the only thing I could think of improving is maybe a BIT more variation in material outside. Since material is a separate thermo, you MAY be able to do it.
2009-06-26 21:29:00

Author:
CCubbage
Posts: 4430


This morning I finally found the time to play your level.

Since I spawned into the level I was impressed with everything, I really liked each part of it.

I had really no problems overcoming all the trials and the puzzles (very ingenious but simple to understand, not an easy task to achieve while designing a puzzle).

I only messed up a bit with the grapple, that easily flipped topdown under my feet until I came up with the correct (maybe) way to use it.

The only thing I didn't appreciate was the enemies affecting one layer and I easily killed all of them without even think about it (not a thing that most of the players will complaint about... lol).

So I had a quite flawless and relaxing experience throughout this level (but it is also true that I do not give up so easily like most of the players on LBP...)

Your level quickly climbed the ladder of my favourites and this is for sure a level I will show to all my friends (the ones who are not LBPC members...).

Very well thought out and planned, detailed in a way I will never expected that turns the experience into a very fascinating one.

My congratz, now I have a new standard to reach.

Rated 5:star: and hearted; I do not remeber if I hearted also you as a creator but consider it as done.

Do not consider this post as a true feedback, in fact this isn't, but I will be glad to have you play my '7th Idol' level; the problem is that is not released yet; may I save your feedback for that time?
Don't worry if you will not have the chance, I will glady sacrifice a feedback in exchange of another blasting levels of yours to play... lol
2009-06-28 23:00:00

Author:
Miglioshin
Posts: 336


This level is great! It's beautiful, makes you think, and has a little background information on why you are entering the ruins, which is a nice touch. Amazing job!!2009-06-29 19:21:00

Author:
GrahamLif3
Posts: 386


Julesyjules


Wow, i think that's the longest time I've ever spent in a single level. My levels took less time to make than yours do to complete. ; )

- LOL. Yeah, it's a lengthy level ... but I am glad you had enjoyed it.


It's stellar. Most levels MAY have something you've never seen before, but this is an embarrassment of riches - the inventory, the grapple, the reflecting paintshots. And that's not even considering the great puzzles that you've framed them with. 30 minutes i spent playing this level. 30!! That's the equal of 45 falling bomb levels.
Brilliant work, and I'm SO looking forward to reading your comments section if (and I'm really willing it to) the level ever manages to get to the Cools, where it deserves to be.

- Wow, just thanks so much for all of the positive comments here ... I don't know what else to say really. Thank you.


StrayFelisCatus


This level is great. I loved almost everything about it.

Thank you.


The fact that the sponges on the inventory are so close together can sometimes be annoying. I occasionally got an item I didn't want, then had to wait for it to go away.

Second, on the part where it says "you need something other than the lift to get past here", I was able to get past using the lift. I spawned the lift on the edge of the incline, then jumped on it. The lift slid down while it lifted me up, and I was able to jump across. I didn't even know there was a grappling hook until I was walking back and noticed a platform up above me. (Though after I found the grapple I felt clever. )

- Yeah, I am aware of grabbing the wrong sponge being annoying at times ... however, due to the way I built the inventory and how it moves that is as much room as they can cover (left to right). I don't think that there is a way to spread them out any more, but I will still try and think of something.

- Yup, there have been a few people who have done something similar. Still trying to come up with something that's not completely arbitrary to stop you from being able to get there without getting the lift.


CCubbage


I gotta hand it to you... I really like this level. I probably played it half way through and still gave it 5 stars and a heart - I'll be coming back when I have time to finish it.
So far the only thing I could think of improving is maybe a BIT more variation in material outside. Since material is a separate thermo, you MAY be able to do it.

- Thanks a lot, glad that you have enjoyed what you played. And I will see if I can do about material variation in the beginning of the level.


Miglioshin


I only messed up a bit with the grapple, that easily flipped topdown under my feet until I came up with the correct (maybe) way to use it.
-The only thing I didn't appreciate was the enemies affecting one layer and I easily killed all of them without even think about it (not a thing that most of the players will complaint about... lol).

- The grapple is a bit strange at times. I redesigned it countless times to get it to work as well as it does, which is still not perfect.

- Yeah, the enemies are pretty easy to kill, but I don't want to make them any wider than a single layer. So I guess the only other option would be to have something behind them to stop the layer switching. I will see if I can at least make a couple of them more of a threat.


-Your level quickly climbed the ladder of my favourites and this is for sure a level I will show to all my friends (the ones who are not LBPC members...).
-My congratz, now I have a new standard to reach.
-Rated 5:star: and hearted; I do not remeber if I hearted also you as a creator but consider it as done.

Thank you very much for all of positive comments on the level.


To have you play my '7th Idol' level; the problem is that is not released yet; may I save your feedback for that time?

Yeah, that's fine with me. However, if you could try and send me a reminder of some kind when you do get the level done that would be great because I tend to have a very bad memory.


GrahamLif3


This level is great! It's beautiful, makes you think, and has a little background information on why you are entering the ruins, which is a nice touch. Amazing job!!

Thank you! Always really nice to hear when someone makes it through the level without any real problems.
2009-06-29 22:09:00

Author:
Coreymill
Posts: 85


.... This level made me feel things only previously described in songs by The Lonely Island...2009-06-29 23:33:00

Author:
Sackmundo
Posts: 60


Ahh ... okay, I know why that would happen. And I am pretty sure I can fix it relatively easily.



The actual inventory is made out of wood, which can't be destroyed. It's the grabbable pieces which you use to take out the items that can be blown up. Once you blow up one of the 'buttons' the item it normally takes out will just continually fall out of the inventory and be unusable. But now that I think about it I think there was a glitch that allowed you to make other materials grabbable, not sure if that's been patched or not. I will have to look into it, not sure why I didn't think of that before now.

- I will try and get something put together to show how everything works within the next few days.

You know, you can use spotlights instead of sponges, spotlights are grabbable and they can't be blown up.
There are a lot of other things that can't be blown up and they can be grabbed too.
2009-06-30 00:25:00

Author:
warlord_evil
Posts: 4193


First things first. I play lot's of fps games. When I'm too tired of being beated up in COD4 or TF2 (heheh) I usually come check out the spotlights. I read the levels listed and found nothing interesting/or levels that I haven't played. When I saw the name of your level my first thoughts were "Oh great another temple adventure". But then I saw the words "Inventory", "Collectable items", "Puzzles" my interest on your level rise. So I jump out of my chair to my bed and fire up PS3 on my windowsill (weird, eh?) and tak...

Nah enough of these stupid facts lol.

On to the review now.

I really did not like the beginning, it was too boring, though it had some of the plot. I was really expecting a beginning in the temple. The "cinema" at the dungeon was neat and awesome.

When I got to the inventory thingy my jaws dropped, then my jaws dropped again when it followed me. Really nice job there.

The items were nice and very original and unique, except for the paintonator, though I weren't expecting to have the paintonator as an item.. But the only thing that bothered me: some of the items were made of polystrene or something like that. They made an awful sound when dragged around, it gave me chills. And I use iPod earbuds with ps3, and it just made it worse.

The puzzles were good, some hard ones but not too hard, I really liked the last one where you had to use every item, and it was very nicely made.

Also the ending was clever.

Overall it is a great level. 5 Stars and hearted of course.
2009-06-30 01:30:00

Author:
Solidi-
Posts: 4


Ok, so a while back I played this level.

I was SUPER impressed with the inventory system, and how it followed you.

I absolutely loved the puzzles, and I love the mood it gave off. It was a VERY epic level.

However, I got stuck on the last puzzle, and I couldn't figure it out, so I never finished it.
2009-06-30 03:27:00

Author:
blacknumbers
Posts: 79


Okay ... been pretty busy with other things lately so I have been MIA here for a little while. However, I still have been making some updates to the level.

Most recently ... I redesigned the gap where people were getting across with the lift. I hope that the way it is now will lead to less people going across that gap before they are supposed to.


Sackmund

.... This level made me feel things only previously described in songs by The Lonely Island...

LOL. Thank you.



warlord_evil

You know, you can use spotlights instead of sponges, spotlights are grabbable and they can't be blown up.
There are a lot of other things that can't be blown up and they can be grabbed too.

- Wow ... I feel dumb for not thinking of this before. However, since reading this comment I have gone in and changed them to lights ... so even if you do 'blow up' the inventory the level should still be playable all the way through.

Thanks!


Solidi

I really did not like the beginning, it was too boring, though it had some of the plot. I was really expecting a beginning in the temple.

- Yeah, I can definitely see how people would think this. I tend to like games that aren't really action-y. So, that's why I went with such a slow start to the level but can see why people with different tastes wouldn't like it much.


the only thing that bothered me: some of the items were made of polystrene or something like that. They made an awful sound when dragged around, it gave me chills. And I use iPod earbuds with ps3, and it just made it worse.

- Hmm ... I think it may be because you are using the headphones. I haven't noticed it being annoying when you drag the bombs around (which are indeed polystyrene). Although I could probably make them out of dissolve material instead.



The puzzles were good, some hard ones but not too hard, I really liked the last one where you had to use every item, and it was very nicely made.
The ending was clever.
Overall it is a great level. 5 Stars and hearted of course.

- Thank you very much for taking the time to play through the level and leave some feedback.... good to hear that your experience with the level was a positive one. I am glad that it was able to pique your interest enough to get you to play it.


Blacknumbers

I was SUPER impressed with the inventory system, and how it followed you.
I absolutely loved the puzzles, and I love the mood it gave off. It was a VERY epic level.
However, I got stuck on the last puzzle, and I couldn't figure it out, so I never finished it.

- Well thanks a lot for all of the positive feedback here. Sorry that you were unable to finish the level though.
2009-07-06 15:06:00

Author:
Coreymill
Posts: 85


Amazing level... truly ingenious and enjoyable mechanics, wonderful fantasy design. My favorite games of all time are games like Zelda and Castlevania SotN etc and this is definitely in that mold with the inventory. The use of materials is really tame, but there's tons of detail and well designed environments to make it feel alive. The tools are just awesome. I want to keep going on and on, but I really have nothing but good to say about it.The only possible criticism I could think of is that some things could use a little bit more sound, like the snakes could use a fire hiss, and maybe a wee bit more crumbling and breaking sounds on various objects. Honestly, not a big deal though. The ending was superbly creative as well.

Maybe players will glaze over it, stupidly and ignorantly... but it's a fantastic level with a gameplay mechanic that shows an immense amount of planning and skill... and turned out extremely fun for me and my friend I played with. The 200 or so plays is a travesty.


5 stars for sure... I also played the Bionic Commando level, which I'd forgotten all about playing. Very awesome too... I liked it as a big fan of the old school game.
2009-07-11 23:12:00

Author:
Unknown User


Just pure awesome. Although the level is like days long, I loved every second of it. The powerup box thingy was ingenious. I loved all the little gadgets I had at my disposal. The end puzzle was too awesome. This level deserves way more plays than it has, I think at one time I saw it and it only had like 70 plays. Last time I checked it had like 200+ plays though so at least its getting played even if its really slowly. More people need to play this.2009-07-13 08:34:00

Author:
brnxblze
Posts: 1318


I want to keep going on and on, but I really have nothing but good to say about it.The only possible criticism I could think of is that some things could use a little bit more sound

Maybe players will glaze over it, stupidly and ignorantly... but it's a fantastic level with a gameplay mechanic that shows an immense amount of planning and skill... and turned out extremely fun for me and my friend I played with. The 200 or so plays is a travesty.

5 stars for sure... I also played the Bionic Commando level, which I'd forgotten all about playing. Very awesome too... I liked it as a big fan of the old school game.

- Thanks so much, not only for the kind words but for taking the time to play through the level. It's always extremely nice to get positive feedback but when it's coming from someone who makes levels which I really enjoy, such as yourself, it adds a little something more.

- And now that you mention it I can definitely think of a couple areas where some more sound effects could enhance the experience of the level.

- I had also stubbornly tried playing through your newest level without turning on my community objects so I couldn't use the hints in the level when I ultimately got stuck about 15-20 minutes in. lol. I will definitely be giving it another go here tonight though.




Just pure awesome. Although the level is like days long, I loved every second of it. The powerup box thingy was ingenious. I loved all the little gadgets I had at my disposal. The end puzzle was too awesome. This level deserves way more plays than it has... at least its getting played even if its really slowly. More people need to play this.

- Haha ... I know that the level is really long, but thanks a lot for playing through and leaving such positive comments.

- I would love it if more people were to play my level, although I am sure there are tons of creators who feel the same way.





= Thanks to the both of you for the encouragement about the amount of plays. I am sure that most people would like to get more plays on their levels than they do, but some levels seem to catch on and get tons of plays while others don't.

Even though I would love for more people to experience my levels ... neither of them have gotten many plays (both are under 300) However, I have fun making them and hearing comments about enjoying the level from the people who have played it makes it worth it.
2009-07-17 07:22:00

Author:
Coreymill
Posts: 85


Awesome level! It really gave me that "Zelda" vibe, with the small dungeons where you have to figure out puzzles, you get a new item, and then you use the new item to get out. Very cool!

Visually, I thought the level looked really nice, although I think the very beginning could use a bit more detail. Maybe a few dying trees or something so that it would still have the deserted kind of look until you reach the temple with it's vines and trees. I loved your other designs as well, the inventory box, the one way blocks, the paint blocks, etc. Like I said, it all had a "Zelda" vibe to it where you could instantly recognize what tool was needed for the job.

Speaking of the tools, it was a bit weird having this big box following me everywhere, but it worked wonderfully! I loved the gadgets and while the grapple didn't work very well for me, I still loved the the ingenuity of it.

Great level!
2009-07-17 14:49:00

Author:
mrsupercomputer
Posts: 1335


Awesome level, thanks for creating it.
I had a lot of fun.
Even if the last part was nuts
2009-07-17 22:31:00

Author:
OmegaSlayer
Posts: 5112


^speaking of that, I thought the last room was amazing. The whole rest of the level was like a tutorial building up to that. Even though the story wrapped itself up with full closure, I would definitely like to see some fan service where you get a level that starts off with full inventory, and as hard the final puzzle room.2009-07-17 22:55:00

Author:
Unknown User


Awesome level! It really gave me that "Zelda" vibe ... Very cool!

I think the very beginning could use a bit more detail. Maybe a few dying trees or something so that it would still have the deserted kind of look until you reach the temple with it's vines and trees. I loved your other designs as well, the inventory box, the one way blocks, the paint blocks, etc.

I loved the gadgets and while the grapple didn't work very well for me, I still loved the the ingenuity of it.


- Thank a lot, Zelda games are easily some of my favorites so it's not surprising that you would notice some similarities.

- You are not the first to say something about the beginning being a bit bland. I really have no thermo left though, I found myself having to delete a lot of details along the way to make room for ones that I felt were more important later.

- Haha. Yeah, the grapple doesn't always work as it should, but it took me long enough just to get it to work as well as it does now and I wasn't sure how to get it any better. You are also the first to say anything about the one-way blocks, which I really like. I wanted to use them some more and integrate them into a puzzle but ran out of room.





Awesome level, thanks for creating it.
I had a lot of fun.
Even if the last part was nuts

- Well thank you for taking the time to play through the level. I am glad you had fun with it.





^speaking of that, I thought the last room was amazing. The whole rest of the level was like a tutorial building up to that. Even though the story wrapped itself up with full closure, I would definitely like to see some fan service where you get a level that starts off with full inventory, and as hard the final puzzle room.

- Thanks again. And I do have a few different puzzle ideas that didn't make it into the level ... more due to there not being enough space than their quality. However, I am not promising anything either.

- At the moment I have to say that I don't really have the desire to make that level at the moment. I really liked the idea, was excited about it, and made a level as best I could with it but really don't know where I am gonna go next.
2009-07-21 07:38:00

Author:
Coreymill
Posts: 85


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