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SSA: Sack Spy Association: 5 part trilogy

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SSA: Sack Spy Association: 5 part trilogysoopadook
A fun-filled, action-packed story involving Sackboy and various courageous acts!
all
Hello everyone! I am proud to say that Sack Spy Association trilogy! It's a 5-part series involving Sackboy and various types of missions! Enjoy!

(To get to my levels, just search soopadook in the text)

F4F: Anyone

Pt 1: http://img20.imageshack.us/img20/1268/aphotoh.th.jpg (http://img20.imageshack.us/i/aphotoh.jpg/)

Pt 2:http://img269.imageshack.us/img269/245/aphoto1e.th.jpg (http://img269.imageshack.us/i/aphoto1e.jpg/)

Pt 3:http://img31.imageshack.us/img31/6103/aphoto2.th.jpg (http://img31.imageshack.us/i/aphoto2.jpg/)

Pt 4:http://img195.imageshack.us/img195/9382/aphoto3u.th.jpg (http://img195.imageshack.us/i/aphoto3u.jpg/)

No images for pt 5, its a secret!
2009-07-29 02:20:00

Author:
Unknown User


Seeing as you gave an awesome review for my level, i attempt to give you a review of equal caliber

BUT

I wont be able to give such a review until friday... I got drivers ed and lacrosse all this week, lacrosse isnt on friday though so ill have time after 3pm to get on and play your level.
2009-07-29 03:49:00

Author:
King_Tubb
Posts: 435


Seeing as you gave an awesome review for my level, i attempt to give you a review of equal caliber

BUT

I wont be able to give such a review until friday... I got drivers ed and lacrosse all this week, lacrosse isnt on friday though so ill have time after 3pm to get on and play your level.

Cool! Its actually 5 levels
2009-07-29 05:23:00

Author:
Unknown User


Seeing as you gave an awesome review for my level, i attempt to give you a review of equal caliber

BUT

I wont be able to give such a review until friday... I got drivers ed and lacrosse all this week, lacrosse isnt on friday though so ill have time after 3pm to get on and play your level.

And thanks for the compliment on my review. I try to review to the best of my ability.
2009-07-30 19:38:00

Author:
Unknown User


Ok, here goes nothing- I'll be writing my review as I play through the levels.

Part 1-
My first impression is that some of the events in the home trigger a little early. Sizing down the radius a bit will let the players appreciate the scenery a little more, as well as make everything a tad more precise.

There's something of an unwritten rule that dark matter shouldn't be visible in a level, but hidden away from sight with other materials matching the theme visible instead. It's not a law, but it looks a little more professional in my opinion.

In some of your materials there are little jagged edges that appear when you create the material. I like to use the corner editor tool to remove them, just to make it look a little better. It might be worth going through your levels to do that, just for the improved appearance as well as the thermometer it saves.

I liked how some of the dialogue moved along in cutscene fashion, but it doesn't really make sense that the people asking for help would also blow up your house...

Part 2-
This is going to be a bit of a critical review. Not hurtful criticism, but hopefully something that will help you improve. By the way.

Isn't the whole chandelier thing a little cliche?

When you make your levels, consider what the player will be able to see and what you want them to see. For example, instead of a thin wall glued to the floor to block off an area, instead fill the area up so that the player can't see anything beyond that point. Holes in the terrain also take away from the atmosphere, so it helps to try to make everything very solid and full.

Part 3-
Is it really necessary to credit revonoc in the description on every level? Just the first or second would probably suffice in all honesty.

I'm seeing definite improvement of the scenery. One thing to note is that one object three layers thick doesn't look nearly as good as three objects layered together, if that makes any sense. When you play my level, look how I made the walls and terrain, in each of the three layers (not that my level is any great example of beauty, but it works as an example). It would be worth your time to go back to previous levels in the series to update their looks to match the improved looks later in the series.

That was a pretty short vehicle ride, with only one jump. As long as you have a vehicle, why not put in a few jumps and ramps? Just to let the player have a bit of fun before the ride is over, keeping each segment decently long. After all, why give someone a motorcycle to go only a block or two away?

It's nice that you've updates you enemies some. Making new opponents, even in levels in a series, is important. Reusing the same enemies throughout several levels makes it look like you didn't want to invest time in making those levels better. Making new enemies mixes up that gameplay and makes the level more fun, which is why I'd always recommend putting in the time.

Again, I like the dialogue you've put into it. Levels that take themselves too seriously aren't generally as fun, so this is good.

Part 4-
The first thing I'm noticing is that the steps are uneven. Use the grid in the creator to make steps, and really just about everything else. I didn't use the grid to start out with, as I thought it was pretty useless, but now I use it for just about everything I want to look nice and even. It's very useful for just about everything when you get used to using it.

The little key from the dissolving boxes isn't large enough to be grabbable, making it slightly larger will fix that though.

Your scenery is still improving, so I still recommend going back and updating some of the graphics of your older level.

I like how you created the safe, as well the the number stickers to put in the code. It's a well done segment, a bit of a puzzle, but not enough to stop people from finishing the level. I also liked using the picture frame to swing to the switch, nice touch there.

The chessboard part was confusing, because the player has no way of knowing which was you numbered it. I assumed 1 was the bottom floor and 2 was the top, and lost a few lives there. I would at least put a 1 on the top and 2 on the bottom for players to use as reference.

I like that you put in bonus sections at the end of your levels, for willing players to pick up a few extra points. Nice idea there.

Part 5-
Definitely the best looking of the five, the mecha sack looks very good. More plot in this one than the others, like the others were all building up to that one. Which is good, but the others could have used more plot foundation, or more things that happen in them, little sub-plots.

You've clearly learned a lot through making the series and improved your creation skills. But, what a player sees in the first part of a series determines whether or not they will follow and continue playing the series. One more time, don't be afraid to go back and work on the levels you've already completed.

Good job on your level! I've enjoyed playing them, and hopefully some of this mess ^ will be useful to you.
2009-08-05 01:10:00

Author:
Shredator
Posts: 151


The first thing that made me laugh was "the 5 part trilogy" lol
isn't a trilogy supposed to be only 3?? I don't know if you did it on purpose, but it was funny.

I'm reviewing you levels as I play them.

PART-1
Overall I think it was a good job. I usually like to see way more detail in a level but I think this one was fine. If you spend more time in the house decoration and details it will look awesome. I think that in certain cases the arrows weren't necessary. Specially after the helicopter, when you had a bunch one after the other.

PART-2
I noticed the improvement from level 1. In this one you included more detail and you can tell you started to play around with the layers more. I was confused for a couple of mins trying to find "the other way" to get in the house. I would suggest to make the strings that hold the clowds smaller so that they can swing better. Also, once I was in there, I didn't know how to get to the guy so I just walked out and the level finished. Make something that wont allow that to happen until you kill the guy.

PART-3
I liked the fact that you added more plataforming gameplay to it. It was better developed and the part with the bomb was actually fun. I think the dialogue was pretty funny, but sometimes you don't need the answer from the sackperson.

PART-4
Finally a level without the credits to reveoc or whatever! Designwise I saw some improvement from the prior levels. I did get stuck so I didn't finish the level. After I flipped all the switches and the buttom AND shot the black box, I couldn't find were to go

PART-5
Definitely the best of all. Best design of all. The Mech robot was pretty cool too. You have potential, so if you look at the details and keep the player entertained, you'll be great.

Hope this helps

My F4F Level is The Descent, Let me know watchu think
2009-08-05 05:05:00

Author:
javi haguse
Posts: 744


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