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

Gothic Reverie 2

Archive: 39 posts


Gothic Reverie 2Ungreth

http://www.lbpcentral.com/forums/picture.php?albumid=628&pictureid=5739
http://www.lbpcentral.com/forums/picture.php?albumid=628&pictureid=5740
http://www.lbpcentral.com/forums/picture.php?albumid=628&pictureid=5741

Gothic Reverie 2 has finally been published as an unlocked level after months of fiddling about, eeking out every last inch of thermo and ensuring it has been thoroughly playtested by some of LBP Central's finest. (Phew!)

Guide sackboy through a series of moral dilemmas as he continues in his journey to escape the twisted nightmare of Robert Smith. Explore a tropical beach and succumb to the charms of the cannibal queen, or else bring an end to her reign of terror. Enter a gloomy cavern to save a stranded man from certain death and help him get home to his kids...or don't. Climb the city's rooftops to summon holy rain or graffiti it's streets with name of the Dark Creator. Sail to the edge of the deep green sea and deliver a letter to the lovely Elise...but be careful who's mail you chose to post.

Features two alternative bosses to fight at the end, depending on the actions you take as you travel. Good or bad...it's your choice! Special edition only while stocks last (or at least until bakscratch's layer glitch get's patched)

Big thanks to all playtesters, and special credit to rtm223 for his technical assistance and donation of a thing-a-me-jig-wotcha-ma-call-it device.
all
2009-08-15 00:51:00

Author:
Ungreth
Posts: 2130


Will give this a spin tonight, after I play GR 1. I refuse to play out of order.

And if you haven't checked out the awesome Gothic stickers (and decorations, and fusion music) from the history pack, I would. Just from the title, it sounds like you'd get some mileage out of 'em.
2009-08-15 02:23:00

Author:
coyote_blue
Posts: 422


Nice! I'm on it as soon as the wife goes to bed.... loved the original, loved playtesting this one!2009-08-15 02:32:00

Author:
CCubbage
Posts: 4430


It was locked when I tried to play it. And my play-testing key didn't work. 2009-08-15 03:34:00

Author:
v0rtex
Posts: 1878


Hmmm - I just tried it and it worked. Weird.

Well, great level! Smart, well-designed, creative content - definately may be over many people's heads (such as kids), but I loved it.

One thing that happened to me that didn't happen during the beta - on the "good" path at the final boss I was having a hard time getting the bed to bounce me up. Many times I would get on top of it and would run back and forth and it wouldn't pop me in the air.

It did work enough so that I could finish the level - but you may want to take a look. The material may be getting stuck sometimes.

5 stars and hearted - great job!
2009-08-15 03:42:00

Author:
CCubbage
Posts: 4430


Hmmm - I just tried it and it worked. Weird.

It is weird.

I can see the level - it even shows that I hearted it. But the padlock is showing, so I have no access to it. Tried getting to Ungreth's levels from multiple paths (friends list, community search, find other levels by this author, etc.) to no avail. Anyone have any ideas?
2009-08-15 08:17:00

Author:
v0rtex
Posts: 1878


It is weird.

I can see the level - it even shows that I hearted it. But the padlock is showing, so I have no access to it. Tried getting to Ungreth's levels from multiple paths (friends list, community search, find other levels by this author, etc.) to no avail. Anyone have any ideas?

I published GR2 as a new level instead of overwriting the old one, so the key I handed out won't work anymore. Shouldn't matter anyway, since the new published version is not locked.

Don't know what's going on with the search function lately. I typed your username to bring up your levels, but your latest (00sack Revenge) didn't show up until I searched for "more by this author". I've also noticed that my high scores and photos won't appear on people's level pages until I exit to the PS3 browser menus and reload the game. Hope this cr@p doesn't prevent people from playing!
2009-08-15 11:21:00

Author:
Ungreth
Posts: 2130


I loved the first one, I can remember when you posted the first one on GameFAQs ages ago. I'll play this later, once I get out of bed 2009-08-15 13:10:00

Author:
GruntosUK
Posts: 1754


Yup showing up locked for me. Is it worth tring a new slot or somat.

Also, you haven't still got it locked on your moon have you.

:star::star::star::star::star: and hearts from me and my sub accounts to boost you, but not until it's working

This level really is very very good people, even better than the first (which was also fantastic), and plenty of replay value from the multipath.
2009-08-15 15:30:00

Author:
rtm223
Posts: 6497


Yup showing up locked for me. Is it worth tring a new slot or somat.

Also, you haven't still got it locked on your moon have you.

:star::star::star::star::star: and hearts from me and my sub accounts to boost you, but not until it's working

This level really is very very good people, even better than the first (which was also fantastic), and plenty of replay value from the multipath.

I think that might have been the problem. It was showing as unlocked on the main page, but still locked on my moon. Try it again and the level should be accessible now.

Duh! at me :blush:
2009-08-15 15:49:00

Author:
Ungreth
Posts: 2130


Yeah when you republish it takes the settings from your moon not the settings from the slot. I saw you publish and log a play on my main account.

The only thing that I noticed before playing prerelease is that with the extra layers glitch, when you are doing the good path for section 1, the reflections are just wrong. They make no sense and I found that really irritating. I know it's not your fault but yeah.

That's about it.
2009-08-15 16:17:00

Author:
rtm223
Posts: 6497


Yeah when you republish it takes the settings from your moon not the settings from the slot. I saw you publish and log a play on my main account.

The only thing that I noticed before playing prerelease is that with the extra layers glitch, when you are doing the good path for section 1, the reflections are just wrong. They make no sense and I found that really irritating. I know it's not your fault but yeah.

That's about it.

Yeah, I just noticed that myself. It seems to be some weird reflective quality of the glass material that only happens when it's positioned on the glitched back layer. Other than revert to a 2D background, I'm not sure what I can do about that. A minor issue, but annoying just the same.
2009-08-15 16:26:00

Author:
Ungreth
Posts: 2130


That's one long but cool level.
I liked your style, must have taken alot of time to create all the scenery.
Didn't the thermo bother you ?
The choice system was fun, delivering mail is dangerous

Pros :

- Mood
- Lenght ( I like a good long level from time to time)
- Lots of scenery and details
- Choice system
- No technical problems during my playthrough
- Boss was pretty well done but easy

Cons :

- Difficulty was a bit on the easy side
- Boss was too easy (just find spot, sit and shoot)(repeat)

If you time for a longer level definitely try this one, especially when you like to make choices in the good and evil fashion.

If you're into F4F, you may always try one of my Twysted Tales levels, TT3 is my latest release.


-
2009-08-15 20:03:00

Author:
Onymega
Posts: 17


That's one long but cool level.
I liked your style, must have taken alot of time to create all the scenery.
Didn't the thermo bother you ?
The choice system was fun, delivering mail is dangerous

Pros :

- Mood
- Lenght ( I like a good long level from time to time)
- Lots of scenery and details
- Choice system
- No technical problems during my playthrough
- Boss was pretty well done but easy

Cons :

- Difficulty was a bit on the easy side
- Boss was too easy (just find spot, sit and shoot)(repeat)

If you time for a longer level definitely try this one, especially when you like to make choices in the good and evil fashion.

If you're into F4F, you may always try one of my Twysted Tales levels, TT3 is my latest release.


-

Try to be consistently good in every scenario and you'll fight a different boss at the end.

Thanks for playing, hope you enjoyed it.
2009-08-15 20:15:00

Author:
Ungreth
Posts: 2130


I started playing the first part and soon realized I played it a while back. I then threw myself into the sequel and had great time. I like the variety of locations we get to visit, never knowing what's around the corner.

I wasn't always reading the text so carefully and english isn't my first language so I didn't always know what to do. I would have liked to be able to go back and re-read the speech-bubbles. But I occupied myself by roaming around and admiring the good looking setpieces. The big houses, the ships, the lighthouse, the cottage, and the wells were all well designed. The bucket in the wells was something I liked. I tried to break the winch for you so you could have gotten something fix, but I couldn't. No irregularities to report. With one tiny exception. According to a well know search engine the word graffiti is spelled with two f:s. You had spelled it grafiti in a speech-bubble.

I took the bad path and the boss I fought almost got me, just made it out on my last life, but it wasn't too hard, I just wasn't very carefull.

A bizarre lengthy adventure with replay value. Good effort!

Would be great if you could check my feedback level and tell me what you think.
2009-08-15 23:09:00

Author:
Kipmonlin
Posts: 251


I played both your levels and couldn't finish either one. Liked the visuals but I found the gameplay to be very frustrating.

On the first one when I reached the part where the guy asked to be paid to let you in. I saw the switch above the head on the wall and I tried for 5 minutes to get up to it but couldn't.

On your second level I got to the dark cave with the spikes everywhere. The path to the left leads to some lights to help see but the problem is they are too big to fit through the path to get back.
2009-08-16 03:31:00

Author:
keell
Posts: 69


I played both your levels and couldn't finish either one. Liked the visuals but I found the gameplay to be very frustrating.

On the first one when I reached the part where the guy asked to be paid to let you in. I saw the switch above the head on the wall and I tried for 5 minutes to get up to it but couldn't.

On your second level I got to the dark cave with the spikes everywhere. The path to the left leads to some lights to help see but the problem is they are too big to fit through the path to get back.

Re: GR1 - It is actually a real tricky jump to get up to that switch. You need to climb the rock pile at the right hand side of the wall, then jump straight up into the tree. I have previously contemplated making the jump a little easier, and probably will now I know that someone actually quit at that point.

RE: GR2 - You're not supposed to get the "lights" out of the cave. You need to listen to what the kids say to you and also follow the visual clue, which is a framed painting on the wall in the upper right hand corner of the cave. I would like players to take their time to find solutions to the scenarios in GR2 and I don't want to lead people by the hand through the level, but perhaps this puzzle is too obscure even with the two clues I've given. I'll take a look and see if I can make things clearer.

Thanks for playing, and I hope you'll try again some time, since there's loads more to see and do in GR2 once you leave the caverns.
2009-08-16 11:50:00

Author:
Ungreth
Posts: 2130


The bed puzzle is simple enough, you don't have to change it imho.
What I found a problem is that as soon as I got the jetpack, I placed myself over the lift and went upward, since if you go 100% vertical there aren't any spike, then I grabbed the man and then I couldn't do the puzzle.
You should emit a spike vertically over the lift when it reaches the bottom of the pit.
More than that, the exit of the pit area is not visible at all.
Anyway 5 stars, since the level is **** good even if I don't enjoy when the material is stickered (since the textures become tooooo plain, MM should allow setting trasparency for the stickers) and when there's no background, but that's just personal taste.
2009-08-16 12:14:00

Author:
OmegaSlayer
Posts: 5112


I thought there must have been a place to stand somewhere in that tree but every time I jumped I passed right through it. I jumped from the grass hill and the rocks repeatedly. So if there is one like you say then it must be extremely small and totally invisible. Not a good thing.2009-08-16 12:28:00

Author:
keell
Posts: 69


The bed puzzle is simple enough, you don't have to change it imho.
What I found a problem is that as soon as I got the jetpack, I placed myself over the lift and went upward, since if you go 100% vertical there aren't any spike, then I grabbed the man and then I couldn't do the puzzle.
You should emit a spike vertically over the lift when it reaches the bottom of the pit.
More than that, the exit of the pit area is not visible at all.
Anyway 5 stars, since the level is **** good even if I don't enjoy when the material is stickered (since the textures become tooooo plain, MM should allow setting trasparency for the stickers) and when there's no background, but that's just personal taste.

Good idea...I'll implement it when I get a chance.

As for the stickers, I use a lot of custom made ones in my levels to add variety to the scenery and to compensate for the crappy range of materials provided by MM, but I agree that sometimes the texture of stickered objects can look quite plain.
2009-08-16 12:50:00

Author:
Ungreth
Posts: 2130


Okay, so yesterday we were able to find your level and play it again. This time I played it with my son.

I don't recall now if you've placed any sort of single player disclaimer on it, but there a several places where multi-player becomes extremely challenging. (for instance - coming out of the well... not enough room for both players to swing and jump out - one of us kept falling back down - and it's deep enough that you're out of camera view so if you don't act quickly...) Just sayin'

So... I got stuck in the lighthouse again (actually my son did). How are we supposed to get back down from there? When I/we have tried, we end up falling down the shaft and stuck (presumably) on top of the lift, about 1/4 way up the lighthouse.

Also (and this really sucked, cuz we were going for the good path and it kept us from completing it, so I still haven't seen the good boss) the lift in the cave broke about 2/3 way down and we just fell to the floor. No way to go back up other than the jet packs, and of course, no lights to guide our way with the jet packs. We ended up having to just leave him behind. Unless we missed something, and this is they way it's supposed to work. It's just when I played it before, I was able to take the lift back up and light my way.

An awesome level though. I must come back and complete the good path.
:star::star::star::star::star: and a Heart from us!
2009-08-16 15:12:00

Author:
v0rtex
Posts: 1878


@ vortex, the solution to the lighthouse, as far as I can tell, is to jump off the side - that's what I did every time.

The lift in the cave, there will be an angel to light your way, once you have seen the children. I will say no more.



I thought the bed puzzle is a little bit awkward the first time, but you have three pieces with symbols and the symbols slot together. If you stop and look for about 20 seconds it becomes very easy to solve...

I can't remember an issue in GR1 with any difficult or invisible platforming either.
2009-08-16 16:08:00

Author:
rtm223
Posts: 6497


Okay, so yesterday we were able to find your level and play it again. This time I played it with my son.

I don't recall now if you've placed any sort of single player disclaimer on it, but there a several places where multi-player becomes extremely challenging. (for instance - coming out of the well... not enough room for both players to swing and jump out - one of us kept falling back down - and it's deep enough that you're out of camera view so if you don't act quickly...) Just sayin'

So... I got stuck in the lighthouse again (actually my son did). How are we supposed to get back down from there? When I/we have tried, we end up falling down the shaft and stuck (presumably) on top of the lift, about 1/4 way up the lighthouse.

Also (and this really sucked, cuz we were going for the good path and it kept us from completing it, so I still haven't seen the good boss) the lift in the cave broke about 2/3 way down and we just fell to the floor. No way to go back up other than the jet packs, and of course, no lights to guide our way with the jet packs. We ended up having to just leave him behind. Unless we missed something, and this is they way it's supposed to work. It's just when I played it before, I was able to take the lift back up and light my way.

An awesome level though. I must come back and complete the good path.
:star::star::star::star::star: and a Heart from us!

Yeah, you missed something and the lift breaking is the way it's supposed to work. I hadn't originally intended that players would take the lift back up to bring the man down in it, but since CCubbage did exactly that during a playtest, I rigged the lift to break so that course of action would no longer be possible. If you want to save the man then you'll have to find another way to get light into the cavern. There's enough light to explore the bottom of the shaft. Did you try flying to the left instead of walking out the exit to the right?

As for the lighthouse, just take a jump over the railings at the top. If you do fall back down the lift shaft then you'll land on the roof of the lift, but you're not stuck there. Just pull down on the stick and press jump, then you'll drop off into the open doorway. I rigged the lift to automatically descend because if I allowed it to stay at the top and you accidentally jumped over the railings before activating the lamp, you'd have no way of getting back up again. However, if you have any suggestions as to how I might improve on the lift's functioning, I'm all ears...

I've been fiddling around with camera angles, prox switches and other stuff today, trying to make things a little more 2P friendly, but I could do with a second player to playtest the level with.
2009-08-16 16:20:00

Author:
Ungreth
Posts: 2130


Yeah, you missed something and the lift breaking is the way it's supposed to work. I hadn't originally intended that players would take the lift back up to bring the man down in it, but since CCubbage did exactly that during a playtest, I rigged the lift to break so that course of action would no longer be possible. If you want to save the man then you'll have to find another way to get light into the cavern. There's enough light to explore the bottom of the shaft. Did you try flying to the left instead of walking out the exit to the right?

Aaaahhh... no. I assumed it was a bug since when I had play tested for you I was able to ride it back up. Thought maybe the two player thing broke the piston or something. Anyway... after that assumption, I/we didn't look any further for a solution. :/
2009-08-16 19:01:00

Author:
v0rtex
Posts: 1878


Played through it twice today - good & bad ways. Really enjoyed it.

+ The characters are fantastically designed.
+ The 3D glitch is used very well - love the ocean and city scapes
+ Love that there's choice
+ Great interpretations of Cure lyrics
+ Thought the puzzles were cool - I had no troubles
+ The deep green sea was lovely
+ The ship is great and I love the camera angle you choose
+ Lighthouse is cool and nice camera angle on that
+ The house with the spooky guy is great. Nicely designed and great moody quality to it.
+ Good ending ROCKS - finally the reference I've been waiting for and you did a great job.

All around cool level that I'll be back to play again! I'm so glad I saw the thread that said you published it! 5 stars & hearted! Awesome work!
2009-08-16 22:34:00

Author:
Morgana25
Posts: 5983


Played through it twice today - good & bad ways. Really enjoyed it.

+ The characters are fantastically designed.
+ The 3D glitch is used very well - love the ocean and city scapes
+ Love that there's choice
+ Great interpretations of Cure lyrics
+ Thought the puzzles were cool - I had no troubles
+ The deep green sea was lovely
+ The ship is great and I love the camera angle you choose
+ Lighthouse is cool and nice camera angle on that
+ The house with the spooky guy is great. Nicely designed and great moody quality to it.
+ Good ending ROCKS - finally the reference I've been waiting for and you did a great job.

All around cool level that I'll be back to play again! I'm so glad I saw the thread that said you published it! 5 stars & hearted! Awesome work!

Finally, a Cure fan who appreciates the Lullaby reference! The Spiderman also made an appearance in the first installment, but only as a hidden easteregg, so you possibly missed him there. I wonder if you also remember 90's goth band Fields of the Nephilim, because now I'm done with Gothic Reverie I'm thinking I might start a Nephs based level. Not yet fully decided, but watch this space.

Anyway...thanks for playing and leaving positive feedback, Morgana. Glad you enjoyed the level. Love your Cromastone series BTW, especially the underwater (3rd?) one. Played 'em all a few times now, since they're all on my hearted list. Looking forward to the next one (if there's gonna be another).
2009-08-16 23:18:00

Author:
Ungreth
Posts: 2130


There will be a 5th - evenutally. I'm so busy that finding create time is really hard. It will be done though. Showdown with Abyssia!

I loved the spiderman. Favorite tune from them so it has a soft spot in my heart. I did find the first Easter egg and as soon as I saw him in the city I knew I'd be a happy camper this time around too.

I got into Fields for awhile. I still have them on my ipod but haven't listed to them in a while. Guess I'll have to brush up.

Glad you liked the Chroma series so far. I've had a lot of fun putting them together.
2009-08-17 03:24:00

Author:
Morgana25
Posts: 5983


I played the level last night, its an excellent continuation to the series, with a great feel and flow, but not without a couple of problems unfortunately.

First impressions were really good. I like your building style, although it changes and has many themes, you manage to keep the same style, which is a credit to your design in the level. The variation is not something you see at all in LBP so it felt fresh, and kept it very interesting. As with the first one, the puzzles are really well thought out. I never had any problems as people above did with any of them. Most just took a little exploration of the surroundings, or paying attention to the speech. Giving the players a moral choice was a cool idea, and I took the bad path I'm afraid, I'll replay and be a good little Sackboy again later

I hit two major problems later on that broke the game, and the second one, although letting me actually finish, could break the game for someone else. There were two players at this time. At the well, just before delivering the letter, I went up in the bucket and the other player grabbed onto me, there wasn't enough space to get out, no matter how much swinging we did, when we dropped off to re-attempt it, the bucket got stuck at the top so we could'nt get out of the well. It was here we found the second problem. Just to the left of the lift is a piece of (what I think is) dissolve. One player was able, with some effort, to lift the dissolve up just enough for me to fit under it and continue the level. We fell onto the evil path ending I think and were able to finish the level. You might want to glue it down

I don't know how much of the level we missed out, but I will be back to replay it both good and bad.

Another good job, loved the Cure references again, *****, brilliant and hearted.
2009-08-17 10:35:00

Author:
GruntosUK
Posts: 1754


I hit two major problems later on that broke the game, and the second one, although letting me actually finish, could break the game for someone else. There were two players at this time. At the well, just before delivering the letter, I went up in the bucket and the other player grabbed onto me, there wasn't enough space to get out, no matter how much swinging we did, when we dropped off to re-attempt it, the bucket got stuck at the top so we could'nt get out of the well. It was here we found the second problem. Just to the left of the lift is a piece of (what I think is) dissolve. One player was able, with some effort, to lift the dissolve up just enough for me to fit under it and continue the level. We fell onto the evil path ending I think and were able to finish the level. You might want to glue it down

Ho hum, a creator's work is never done...

Thanks for playing, and thanks for pointing out that problem. I'll be sure to take a look at it later.

Edit - Okay, I tried what your friend did and sure enough I was able to lift the trapdoor enough to allow a second player to drop through. Not sure why I made it with dissolve. Anyway, the trap door is now made of wood, so you can't grab it.

Still not sure what to do with the bucket getting trapped at the top while the player is stuck at the bottom though.
2009-08-17 11:02:00

Author:
Ungreth
Posts: 2130


it was cool but all i was able to do was blow up elie and fight the boss that was pretty easy2009-08-19 23:46:00

Author:
mat1629
Posts: 55


it was cool but all i was able to do was blow up elie and fight the boss that was pretty easy

Yeah, sorry about that...last night I somehow published the level with the starting portal in the wrong place after doing renovations to the well shaft. It was like that for a couple of hours before I realised what I'd done. :blush:

If you play the level again, you'll find everything back to how it should be.
2009-08-20 07:46:00

Author:
Ungreth
Posts: 2130


yeah i replayed it now its a much better level though one thing that annoyed me was that i had to be fully good to be able to unlock the ending i had forgotten to deliver the man to his children so i had to restart. all in all it was a great level.2009-08-20 18:59:00

Author:
mat1629
Posts: 55


I did all the good stuff(giving child a bed etc.) but left the man hanging inside the mineshaft somewhere witohut giving him to his children so when I went to the bit where you go right for the bad ending and left for the good ending both doors where shut. Maybve a switch that counts the good and evil stuff you do? So if you do like 1 good 2 evil you get the bad ending etc. but if you get the same you get to choose your path?2009-08-29 18:37:00

Author:
Unknown User


I did all the good stuff(giving child a bed etc.) but left the man hanging inside the mineshaft somewhere witohut giving him to his children so when I went to the bit where you go right for the bad ending and left for the good ending both doors where shut. Maybve a switch that counts the good and evil stuff you do? So if you do like 1 good 2 evil you get the bad ending etc. but if you get the same you get to choose your path?

No. Two rights don't make up for a wrong. When you reach the gates of heaven, it's not as though Saint Peter is going to say "well, sure you gunned down that man in cold blood, but since you helped that old lady cross the road and baked some cookies for charity, I'm gonna just let you right on in anyway." You must be consistently good if you want to get the good ending.

It's bothersome though that you reached the end only to find neither of the doors would open. Whatever actions you take to get through the level, one of the doors should open for you at the end. I'm gonna have to take a look at this issue.

BTW everybody...I have recently made alterations to two sections of the level following feedback.

Vortex2002 had issues with falling down the lighthouse lift shaft and getting trapped there, so I've adjusted the lift mechanics to ensure this can't happen anymore.

GrantosUK encountered a problem with the bucket hoist getting stuck at the top of the well and leaving him stranded below. The bucket hoist is now gone altogether, and instead you must climb up the well shaft to reach Elise's garden.

Anyway, thanks again to all who played. I'm now working on a new level, but feedback is still welcome for the Gothic Reverie series and improvements will continue to be made according to your suggestions.
2009-08-30 12:27:00

Author:
Ungreth
Posts: 2130


Wow! I loved this level! In fact, I think I loved it more than the first Gothic Reverie. The visuals are fantastic and the nightmare storyline gives you a lot of freedom to do a lot of different styles, but connect them and make them a cohesive experience.

The moral choices were fantastic throughout and will definitely encourage repeat plays, at least I know they will from me! I did a bit of good and bad during my first play through, so I'm interested to go back and play as all good, or all evil. It's very cool that you give the players these choices.

The gameplay was also very fun and for the most part I never really found myself stuck or lost. There was a moment in the city, where I was completely overlooking the fact that I could go in the building to hit the button, but it was only like 5 minutes. I loved the rocket shopping cart! Awesome!

Overall, a very fun and creative world! Well done!
2009-08-30 14:31:00

Author:
mrsupercomputer
Posts: 1335


Hello,

I played both Gothic Reverie one and two, and I really enjoyed the sequel a lot. I loved the concept of good and evil thoughts, and having a good and bad ending as well. It is a neat idea, and I think you handled the concept well.

I did not notice any bugs on my playthrough so all is well on that end. I played the level as a bad guy and I guess I am having the same gripes that many other people are having about that. You have crafted a long and well put together level, so it kind of sucks that you get to the end and it is just... the end. I understand that you want to reward the player for good deeds, and I am not asking for a boss fight or anything like that. But perhaps make the player that played as an evil character still get some sort of pay-off, even if it is as simple as a quick journey through hell or something like that. Do you know what I mean?

Having said all of this, that is my only problem with the level. It is really a very wonderful level, and I had a blast playing it. Perhaps I will try the level again and see how much more enjoyable it is a good person.

Great work!
2009-09-04 16:47:00

Author:
Frazer951
Posts: 117


Hello,

I played both Gothic Reverie one and two, and I really enjoyed the sequel a lot. I loved the concept of good and evil thoughts, and having a good and bad ending as well. It is a neat idea, and I think you handled the concept well.

I did not notice any bugs on my playthrough so all is well on that end. I played the level as a bad guy and I guess I am having the same gripes that many other people are having about that. You have crafted a long and well put together level, so it kind of sucks that you get to the end and it is just... the end. I understand that you want to reward the player for good deeds, and I am not asking for a boss fight or anything like that. But perhaps make the player that played as an evil character still get some sort of pay-off, even if it is as simple as a quick journey through hell or something like that. Do you know what I mean?

Having said all of this, that is my only problem with the level. It is really a very wonderful level, and I had a blast playing it. Perhaps I will try the level again and see how much more enjoyable it is a good person.

Great work!

You're right and in all honesty, I hate the bad ending. I'm well aware that it's quite weak and substandard compared to the rest of the level, but there was this thing called "thermo" busting my balls. If I ever find a way to get more thermo to play with then I'll give the whole section a complete overhaul.

BTW, you won't experience all that the level has to offer until you play the good route and you'll be missing a lot of the best bits.

Anyway, thanks for playing and leaving your feedback...it's always nice to hear that someone has enjoyed playing one of my levels.
2009-09-05 17:59:00

Author:
Ungreth
Posts: 2130


I am so late to the party, but this level was awesome.

It looked great, functioned great, had multiple solutions to each puzzle, and was just all around awesome. I'm kicking myself for not having played it sooner. Great little touch with the ability to accidentally drop the man in the fire. I was like, "Oh whoops! Hehe, nice..."

I will go through it again and try the alternate solutions.

An easy 5 star and heart.
2009-09-12 17:32:00

Author:
comphermc
Posts: 5338


i really liked it, im glad you bothered to hide score bubbles, their arent enough secrets in user levels. It looked great, had imaginative parts & good themes so it was a 5. i would have prefered the bit with elise if she cried & said she was going to kill herself but maybe thats just me
im waaaaaaay too late:blush:
2009-09-24 16:12:00

Author:
lifeiscrapislife
Posts: 396


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.