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J. W's ~ A Step Back in time

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J. W's ~ A Step Back in timeHouseQuake
After being suddenly taken from your hometown by an unknown force, you are thrown into an unknown territory with nothing to do but investigate the area...
all

Responces

"Man, you've REALLY done something special here" ~ CCubbage

"There's nothing better than being dropped into a strange land and being immersed in it" ~ Powershifter

"very fun and had great atmosphere" ~ mehmeh8

"I had fun with the level and I think that there is more in there than I've found to date. This speaks well for replayability and depth and is something that many creators who try but do not always manage well." ~ Trindall

"I thoroughly enjoyed the level and thought you had produced something genuinely different from the usual LBP level. It was thoughtful, many layered and absorbing to play." ~ shropshirelass

----

Hey!

After months of trying to develop my unique idea for a game called 'TIME' (to those that remember), i have decided against it as each level would be wasted and may not get played (due to the progression rule) so, instead i am revamping some episodes as a single level experience but, with all the decision making and multiple activities still intact.

So, without further delay, i present 'A Step Back in Time':

The cover:
http://www.lbpcentral.com/forums/picture.php?albumid=661&pictureid=5788

As in the description, you are sent back through time unto the medieval times!

For this level, again im aiming for difference, i am concentrating on atmosphere, immersion, attention to detail, multiple themes, symbolic story telling and gestures, and enigma.

I use colour, pacing and music to help these come to the forefront.

Inside the castle:
http://www.lbpcentral.com/forums/picture.php?albumid=661&pictureid=5789

http://www.lbpcentral.com/forums/picture.php?albumid=661&pictureid=5790

http://www.lbpcentral.com/forums/picture.php?albumid=661&pictureid=5791

After awhile, you are handed a big task and must journey...

http://www.lbpcentral.com/forums/picture.php?albumid=661&pictureid=5793

It is here i make a turn in atmosphere and feel...

http://www.lbpcentral.com/forums/picture.php?albumid=661&pictureid=5794

http://www.lbpcentral.com/forums/picture.php?albumid=661&pictureid=5795
If you notice, it's still the same colours used, red and purple, only darker and more gothic.
http://www.lbpcentral.com/forums/picture.php?albumid=661&pictureid=5796

http://www.lbpcentral.com/forums/picture.php?albumid=661&pictureid=5797

http://www.lbpcentral.com/forums/picture.php?albumid=661&pictureid=5798

There are two colours i use very vividly, red and purple and this is for symbolic gestures, i also think the cover reflects this. As you can also see, obstacles are here but, its not a focus, those who crave action may not get what they are looking for.

I touch upon a lot of conflict issues and i hope you truly explore and try to understand your surroundings.

There are many hidden meanings or things open for interpretation and would love to hear your opinions.

There is an end level boss but, don't expect an amazing experience as the thermometer wouldn't allow that so, it's a bit generic.

There are many things to do, multiple side quests and decisions for you to take/make, this is to prompt replay value.

You can read certain books of interest by grabbing them.

I hope you enjoy and this is fresh so, feedback to improve on technical things is welcome.

Those whe experienced an early version of TIME may be familiar with it.


Check out my other level too, Brass House!
http://www.lbpcentral.com:80/forums/showthread.php?p=219313
2009-08-17 20:44:00

Author:
Lotus_Flow3r
Posts: 165


Nice! I just noticed you had posted this.... I loved the original of the first level - I'm going to play both tonight.2009-08-18 20:40:00

Author:
CCubbage
Posts: 4430


Cool.

I realise it's not for all but, i hope difference can be appreciated.

Did you play it?
2009-08-23 23:35:00

Author:
Lotus_Flow3r
Posts: 165


I had some things happen (like a computer crash the night I wrote that....) but I have it on the top of my playlist - definately tonight (promise!)

Just a note - I know you liked "Sacks in the City" - RangerZero release the sequel "Sack's on the Beach" which is pretty amazing.

I'll be back in a couple of hours with my thoughts.
2009-08-23 23:51:00

Author:
CCubbage
Posts: 4430


Oh crap really? I should really check here more often!

Thanks for that.

Im going to go on a mad playing surge soon so, consider feedback for some of your levels.

I haven't actually published anything new in a long time, this level, as you know, is a re-edited Act from my abandoned project, Time but, i am working on 2 new things entirely unique that i am looking forward to. Just waiting on the new tool kit.

Take your time, there are many things to do in this level.

Also, because of the new tool kit, i will be tweaking this again so its not 100% final.
2009-08-24 01:38:00

Author:
Lotus_Flow3r
Posts: 165


It deserves a lot more than the 10 hearts it has. 2009-08-24 04:16:00

Author:
legory
Posts: 39


Ok, I just got done playing this....

Man, you've REALLY done something special here. It has a great story, well-thought-out design, nice graphics!

I loved the exploration. I started jumping on everything, grabbing everything - you really put a lot of secrets just about everywhere.

There's a lot in there that I know I haven't seen yet... areas that I could see but couldn't get to - so I HAVE to come back and play it again and see if I can unlock more of the areas.

Only one small thing happened that you should look into. I chose to lie to the king, and the very last text bubble disappeared too quickly so I couldn't read it. Other than that, the whole thing worked flawlessly.

Great job! 5 stars and a heart... and I need to return to try a few other choices!
2009-08-24 04:20:00

Author:
CCubbage
Posts: 4430


Ahh this is music to my ears lol

i worked so long at it and it hadn't got the attention i had hoped and i started to lose a bit of hope in challenging the norm, partially the reason my more action oriented level Brass House was born!

Thanks a bunch both of you for trying this out.

i will look into that speech bubble right away.

Yes there are multiple tasks and choices to make, there may be more depending on the new tool kit and my thermometer. I love prompting replay value and having a story with depth told through details rather then just dialogue because if your interested, it makes you search for your answers.

Lets hope others share your view.
2009-08-24 13:25:00

Author:
Lotus_Flow3r
Posts: 165


Hey Lotus_Flow3r,

I just finished your level - I gave it 5 Stars with a "Secrets" tag and a heart! Here are my thoughts and impressions:

I LOVED THE BEGINNING! The story is great, but with story comes a lot of text, and with a lot of text comes some errors. Here are a couple that I noticed. I put the error in italics and the correction in parenthesis:

The King said: "Feel free to stop (sleep) the night."

In the second castle: "Be careful of there (their) sword."

So I noticed you put a lot of detail into this level - and that I applaud you for! So many LBP levels lack the atmosphere that I wish they had - but yours is done very well! I also really liked that you had secrets throughout the level. I always try to put a couple secret things or areas in my levels as well. I'm sad to say that I only found 2 out of the 3 books!! But that's my fault for not exploring enough!

Overall I thought this was a great level. There's nothing better than being dropped into a strange land and being immersed in it - figuring out the story with a few surprises along the way. Bravo!

Since you like detail, story, and an overall atmosphere of a level, try my newest level "Real Myst: Channelwood Age." I spent about a month on just the Channelwood part alone. I've also posted a walk through on the level show case on this website if you need it. Let me know what you think!
2009-08-24 19:36:00

Author:
Powershifter
Posts: 668


Hey Powershifter!

Im glad you like the details and atmosphere, its a staple of mine!

Thanks for pointing out the spelling error but, down in ol' England, we do say "feel free to stop the night" so, maybe its just a difference?

I agree with what you said in the 2nd paragraph. Its ok you didn't get the books, there is always next time! Try and think of a room in which you did no activity...maybe it's there

On your overall view, i agree in that there's nothing like immersion from a strange enigmatic world and that it wont make sense to you unless you leave no stone unturned. I hope to see many more levels like this!

Im very glad you liked my level for these reasons and that makes me excited to try yours, i will post my thoughts in the corresponding thread when i have played it.
2009-08-25 12:57:00

Author:
Lotus_Flow3r
Posts: 165


lol that's interesting that you guys say "feel free to stop the night." I'll have to remember that one! I'll definitely give your level another play, and I'm looking forward to another one if you plan on continuing the story. Thanks for giving my new level a try!2009-08-25 16:11:00

Author:
Powershifter
Posts: 668


Cool! Hope you do better!

No plans to continue the story, it's a 1 off level, everything that needed to be said is said, even though it ends as if it's anti-climatic. It was up to you to understand what the understanding was. This involves attention to everything.

If you can't "get it" you take what you take from it...its better this way i think
2009-08-26 16:35:00

Author:
Lotus_Flow3r
Posts: 165


I played your level tonight. It's pretty good. First thing that comes to my mind is that it was immersive even in its simplicity. It's wierd, at first I was a bit deceived with the visual and after a while I've been digging it.

Pros:

-Charming in overall
-The different quests (well, I found 2 *shy*)
-The story (it's extremely hard to get me interested in that aspect and somehow you did it.

Cons:

-Is it me or I felt it was short?
-I'm dumb or I missed most secrets? (well, this might not be a con, I would play the level again and see)
-I suppose the visuals wouldn't please some LBPers. I know they are picky ******** with this, we've been spoiled by some mad level artists out there really.


Is there going to be a sequel for this level? I didn't understand the end. This must means I got back in time or something? (I love your plasma effects by the way).

:star::star::star::star:

.
2009-08-27 05:32:00

Author:
RangerZero
Posts: 3901


I played your level tonight. It's pretty good. First thing that comes to my mind is that it was immersive even in its simplicity. It's wierd, at first I was a bit deceived with the visual and after a while I've been digging it.

Pros:

-Charming in overall
-The different quests (well, I found 2 *shy*)
-The story (it's extremely hard to get me interested in that aspect and somehow you did it.

Cons:

-Is it me or I felt it was short?
-I'm dumb or I missed most secrets? (well, this might not be a con, I would play the level again and see)
-I suppose the visuals wouldn't please some LBPers. I know they are picky ******** with this, we've been spoiled by some mad level artists out there really.


Is there going to be a sequel for this level? I didn't understand the end. This must means I got back in time or something? (I love your plasma effects by the way).

:star::star::star::star:

.

The eagerly awaited critic has spoken!

Yeah, immersion and atmosphere is my number one quality to have, glad that worked with you also.
Weird it most definitely is!

Haha, they're 4 quests in total. Which, when all complete, triples the levels length! Maybe you just completed the main quest.
Telling the truth to the King opens up the levels depth a lot more than lying (I got a lot of marks down for being too long, Brass House was an example)

Story is another quality that comes 1st with me but, i don't tell them run of the mill and i see you asking questions already which is what i hoped to achieve.

I don't see secrets as a con, secrets are optional. There are many, and i mean...MANY lol. Try jumping on everything, grabbing everything or moving stuff. There is secrets that are activated by being within a radius too.

Visuals are tough. I thought i did well here due to the fact immersion was key. Im hearing good things about it but, yeah, its subjective.

I will copy and paste what i said to Powershifter about the story and anti-climatic feel:

No plans to continue the story, it's a 1 off level, everything that needed to be said is said, even though it ends as if it's anti-climatic. It was up to you to understand what the understanding was. This involves attention to everything.

If you can't "get it" you take what you take from it...its better this way i think

--

My levels have a similar flow to yours but, you can't quite say they are that type either right? You can't class them as a traditional level too....Basically, im aiming for a style of my own so, maybe weird is the correct word lol.

It won't be anything on my current project though.

Thanks Range!
2009-08-27 14:16:00

Author:
Lotus_Flow3r
Posts: 165


it was a cool level
great job
2009-08-27 19:59:00

Author:
Unknown User


I played this level A while ago and loved the exploration aspect. I found all three books and really felt that the castle was the perfect size for the amount of secrets you had in there, so that you aren't left just running from room to room for ages. The second part of the level was just as well done with a very reasonable difficulty and was very fun and had great atmosphere. Overall I gave it 5* and A heart for you and the level since I enjoyed your other level too.2009-08-27 21:39:00

Author:
mehmeh8
Posts: 25


I've got a bit of feedback that I've noted as I played through a few times.

I think I found a bit of the secrets though it sounds as if there are quite a few I've missed.

I enjoyed the level quite a bit and the first half of the level catches the spirit and feel of many classic RPG style games I have played.

But on to the points before I do into the rest.

--The intro with the lighting, lightning and effects was well done though the amount of time I sat in the intro bubble before being spawned on the ground felt longer each time I replayed the level. I don? see this as being an issue for players not replaying the level four or five times in a row.

--When I run to the drawbridge and moat there is quite a length of time between reaching the trigger point, getting the text from the castle and then having the drawbridge lowered. I see this as a measure of realism but in the game, playing multiple times, this felt like long pause between each event.

--It is possible to drop down over the edge of the grassy bank of the moat, grab the grass and swing underneath the lip. You will end up standing on the level floor and there is no gas in this section. It may be good to raise the level of the gas and/or extend it further to the left to either discourage players from going down there or kill them if they do.

--The camera view that is active as the player runs across the drawbridge allows the player to see the level floor and base of the castle behind the water fa?ade.

--A player who opens the first door controlled by the one-way switch can run back out after going inside before the door closes all the way. I couldn?t get the door to re-open and think that this door may be a onetime event and if a player is odd enough to run back out they will be doing a level restart.

--You?ve done a very good job scripting sequences of events and conversations and camera angles. Great work on this.

--The sleeping mechanic and pop-up visuals are very well implemented. There is one set of bedding/pillow that is not glued down in the dormitory. It is the set just to the left of the book. This may be tied to a secret but I didn?t notice anything.

--The crying imprisoned girl/princess looks like she is smiling.

--I like the rotating motor elements in the base of the lift in the wizard?s basement.

--The magic eye sequence was a bit hard initially. I had used up my five tries before I really figured out the nuances and had to do this on a subsequent play.

--The first magic book is hidden well, not too hard nor too obvious, but the remaining two are easier to spot. This isn?t bad and rewards those who explore around. The second book can be grabbed even during the first encounter with the king though a fresh player wouldn?t think to try so this should be fine.

--There is a line of text as you board the ship that seems to have a typographical error in it. ??.to set sale? I think you are saying ?sail? rather than ?sale? but correct me if this is a localism.

--The second castle has a checkpoint on the ground level and ninja style opponents on the third floor. The camera angle is not directly focuses on the ninjas but rotated to the left. I died quite a few times as it was a bit hard to judge the correct distance I needed to travel to clear the wall in the middle and rear layers. I ended up running into the ninja just at the spot it looked like I was free to layer shift back when in reality I had cleared the wall a short bit ago.

In addition to this it is a long trip back up from the first floor checkpoint to get back to this spot.

--Either due to a camera view or through me jumping around I was able to see what looked to be a permanent switch outside of the castle on the right as I climbed up the stairs leading up to the rotating shuriken and moving spike wall level.

--I like your rain effect at the top of the second castle. Simple yet fun to watch and adding quite a bit to the atmosphere.

--During the boss encounter you can be bounced up and see the machine controlling the king?s movement. A small thing that I don't think many players will experience.

--As I die at the end and get whisked up to the scoreboard section I got to see a bit of the logic gates that you?ve set up above the castle. Maybe moving these off out of the way of this path to the checkpoint would be good.

--I see that your prize objects are not named. This isn?t a big thing but I've started paying attention to this on levels I play.

------

I like this level, as I've said it reminded me strongly of RPG style games with the quests, diverging events and so on. I liked that you set up the moral decisions and the different effects it has on the story. I liked the sub-quest for the statue and looking around for secrets.

I found a few secrets in the first castle but didn?t find any in the second castle though I may have been a bit tired by that time. (It was a late night.)

I like the ambient SFX you use in the stretch of forest prior to the castle though the run seems a bit sparse though I imagine this is so that you can focus more on other elements as you have mentioned before. I like the material choices you?ve made in the first castle, there are some that I didn?t know we had so it was fun to watch. I do find it odd when creators build the floor material out of a grabbable material, I've done it myself before a few times, but it does do funny things when trying to grab objects.

I like the open, exploratory feeling to the first castle, it is open, airy and friendly. The odd looking inhabitants are happy to see you and there are plenty of crannies to explore. I like it when creators build structures that aren?t simply objects to run/jump through but enhance the sense of environment, story or theme.

I like the juxtaposition of the colorful, open demeanor of the first castle to the linear, monochromatic and hostile nature of the second. (It isn?t monochromatic but with your focus on a few primary color schemes enhances the memory of just those strong colors.) The backstory of the two brothers at war, of the possible love triangle and imprisoned maiden, the statue work out well in their subtlety and apparent complexity.

I like that you give information but do not spoon feed the player, allowing them to dig into the story and piece it together themselves if they want to, or completely ignore it as many others may do. The over-story of the protagonist and the accidental time travel is a bit odd but interesting nonetheless.

This story of the brothers may be a one-shot affair but the story of the protagonist is something I could see a progression on. It could be similar to the American TV show Quantum Leap that deals with a man who is trapping jumping around in time who helps those he meets as he tries to figure out how to get back to his own time.

Either way I had fun with the level and I think that there is more in there than I've found to date. This speaks well for replayability and depth and is something that many creators who try but do not always manage well.

Good work on this.
2009-08-27 22:57:00

Author:
Trindall
Posts: 297


it was a cool level
great job

Thanks!

2009-08-28 14:28:00

Author:
Lotus_Flow3r
Posts: 165


I played this level A while ago and loved the exploration aspect. I found all three books and really felt that the castle was the perfect size for the amount of secrets you had in there, so that you aren't left just running from room to room for ages. The second part of the level was just as well done with a very reasonable difficulty and was very fun and had great atmosphere. Overall I gave it 5* and A heart for you and the level since I enjoyed your other level too.

Hey!

Im glad you liked it for these reasons.
Yes, i knew i couldn't make it too big as it would become annoying back travelling etc. I wanted it to be stamped in your brain vividly.

I was always contemplating whether the 2nd part was too easy or not but, then again, difficulty etc was not a focus here, instead, an experience. Glad you found it reasonable though.

Thanks for the Heart and rating
2009-08-28 14:34:00

Author:
Lotus_Flow3r
Posts: 165


I've got a bit of feedback that I've noted as I played through a few times.

I think I found a bit of the secrets though it sounds as if there are quite a few I've missed.

I enjoyed the level quite a bit and the first half of the level catches the spirit and feel of many classic RPG style games I have played.

But on to the points before I do into the rest.

--The intro with the lighting, lightning and effects was well done though the amount of time I sat in the intro bubble before being spawned on the ground felt longer each time I replayed the level. I don? see this as being an issue for players not replaying the level four or five times in a row.

--When I run to the drawbridge and moat there is quite a length of time between reaching the trigger point, getting the text from the castle and then having the drawbridge lowered. I see this as a measure of realism but in the game, playing multiple times, this felt like long pause between each event.

--It is possible to drop down over the edge of the grassy bank of the moat, grab the grass and swing underneath the lip. You will end up standing on the level floor and there is no gas in this section. It may be good to raise the level of the gas and/or extend it further to the left to either discourage players from going down there or kill them if they do.

--The camera view that is active as the player runs across the drawbridge allows the player to see the level floor and base of the castle behind the water fa?ade.

--A player who opens the first door controlled by the one-way switch can run back out after going inside before the door closes all the way. I couldn?t get the door to re-open and think that this door may be a onetime event and if a player is odd enough to run back out they will be doing a level restart.

--You?ve done a very good job scripting sequences of events and conversations and camera angles. Great work on this.

--The sleeping mechanic and pop-up visuals are very well implemented. There is one set of bedding/pillow that is not glued down in the dormitory. It is the set just to the left of the book. This may be tied to a secret but I didn?t notice anything.

--The crying imprisoned girl/princess looks like she is smiling.

--I like the rotating motor elements in the base of the lift in the wizard?s basement.

--The magic eye sequence was a bit hard initially. I had used up my five tries before I really figured out the nuances and had to do this on a subsequent play.

--The first magic book is hidden well, not too hard nor too obvious, but the remaining two are easier to spot. This isn?t bad and rewards those who explore around. The second book can be grabbed even during the first encounter with the king though a fresh player wouldn?t think to try so this should be fine.

--There is a line of text as you board the ship that seems to have a typographical error in it. ??.to set sale? I think you are saying ?sail? rather than ?sale? but correct me if this is a localism.

--The second castle has a checkpoint on the ground level and ninja style opponents on the third floor. The camera angle is not directly focuses on the ninjas but rotated to the left. I died quite a few times as it was a bit hard to judge the correct distance I needed to travel to clear the wall in the middle and rear layers. I ended up running into the ninja just at the spot it looked like I was free to layer shift back when in reality I had cleared the wall a short bit ago.

In addition to this it is a long trip back up from the first floor checkpoint to get back to this spot.

--Either due to a camera view or through me jumping around I was able to see what looked to be a permanent switch outside of the castle on the right as I climbed up the stairs leading up to the rotating shuriken and moving spike wall level.

--I like your rain effect at the top of the second castle. Simple yet fun to watch and adding quite a bit to the atmosphere.

--During the boss encounter you can be bounced up and see the machine controlling the king?s movement. A small thing that I don't think many players will experience.

--As I die at the end and get whisked up to the scoreboard section I got to see a bit of the logic gates that you?ve set up above the castle. Maybe moving these off out of the way of this path to the checkpoint would be good.

--I see that your prize objects are not named. This isn?t a big thing but I've started paying attention to this on levels I play.

------

I like this level, as I've said it reminded me strongly of RPG style games with the quests, diverging events and so on. I liked that you set up the moral decisions and the different effects it has on the story. I liked the sub-quest for the statue and looking around for secrets.

I found a few secrets in the first castle but didn?t find any in the second castle though I may have been a bit tired by that time. (It was a late night.)

I like the ambient SFX you use in the stretch of forest prior to the castle though the run seems a bit sparse though I imagine this is so that you can focus more on other elements as you have mentioned before. I like the material choices you?ve made in the first castle, there are some that I didn?t know we had so it was fun to watch. I do find it odd when creators build the floor material out of a grabbable material, I've done it myself before a few times, but it does do funny things when trying to grab objects.

I like the open, exploratory feeling to the first castle, it is open, airy and friendly. The odd looking inhabitants are happy to see you and there are plenty of crannies to explore. I like it when creators build structures that aren?t simply objects to run/jump through but enhance the sense of environment, story or theme.

I like the juxtaposition of the colorful, open demeanor of the first castle to the linear, monochromatic and hostile nature of the second. (It isn?t monochromatic but with your focus on a few primary color schemes enhances the memory of just those strong colors.) The backstory of the two brothers at war, of the possible love triangle and imprisoned maiden, the statue work out well in their subtlety and apparent complexity.

I like that you give information but do not spoon feed the player, allowing them to dig into the story and piece it together themselves if they want to, or completely ignore it as many others may do. The over-story of the protagonist and the accidental time travel is a bit odd but interesting nonetheless.

This story of the brothers may be a one-shot affair but the story of the protagonist is something I could see a progression on. It could be similar to the American TV show Quantum Leap that deals with a man who is trapping jumping around in time who helps those he meets as he tries to figure out how to get back to his own time.

Either way I had fun with the level and I think that there is more in there than I've found to date. This speaks well for replayability and depth and is something that many creators who try but do not always manage well.

Good work on this.

Hey Trindall!

Well, you have topped off the scoreboard so i think it's safe to say you found many secrets lol.

Yeah, the 1st is true RPG, exactly the intention...its almost as if its old school Rpg no? 1st part is the town/village section, 2nd part is the dungeon.

Point 1: Yeah, pacing is very important to me, i realise it could be an issue for people replaying it but, i cant risk pace and feel for that. Good point though.

Point 2: Same as above.

Point 3: Ahh, good eye. I'll get that sorted

Point 4: Yep, got that sorted now thanks.

Point 5: I wanted it to be one way, as you said, i don't think many would do that but, instead of changing things, i added a joke text that activates if one ever does that so, thanks.

Point 6: Yeah, i would like to think so too as it took so long to do lol. You should see it in create mode, switches, wires everywhere!

Point 7: Thanks, there was originally more to that sequence but, due to time, i had to cut some. Yes, it was indeed a secret, i have modified it so it responds better.

Point 8: Thanks, what the hell was i thinking lol, now changed.

Point 9: Thanks again

Point 10: Iffy one this. Because the rewards are so great, i had to make it a one chance or fail activity. It was hard to explain the task but, i feel its understandable. I may make modifications in the future.

Point 11: Yeah, there truly wasn't many places to hide them but, that's exactly their intent, reward those who explore.

Point 12: Yup, that was a spelling mistake, thanks.

Point 13: Good spot. Well because i thought the 2nd half was a tad easy, i made adjustments later on to make it harder and that was getting rid of a checkpoint just before the ninjas and having a static cam. However, i have re-added the checkpoint but, the cam i think i will leave it as it hasn't been a real nuisance yet.

Point 14: Altered, thanks.

Point 15: Thanks, it took up a ton of thermometer and lead to the boss encounter to be quite generic but, my level wasn't about bosses.

Point 16: I knew this all along but, as you said, i don't think many will do it so, i will leave it.

Point 17: Altered, thanks.

Point 18: Good point, i shall alter that.

--

Thanks for liking it. It was my intent to have a level with a lot of depth and replay value.

Atmosphere was always number 1. Yeah its sparse because i wanted to concentrate on different things but, i think it does give a complete contrast to the 1st and 2nd castles.
Well, i like carpet lol i needed very vivid colours on carpet type materials so, that is why it can be grabbed.

Non-linear is a fave quality to have of mine. Its good you noticed the upbeat happiness of the 1st castle because this is important in atmosphere. Upon arriving at the 2nd castle, the twist in atmosphere will surprise you and hit you stronger because of the atmosphere you just came from.
Yeah, you cant have my all important atmosphere if you create things because they are needed for interactive purposes. I love creating just to boost the atmosphere. For example, in my Modern Times level, i created a whole bridge with cars passing that you may or not see and when you do, it's only for a few seconds.

Trindall, this paragraph with you discussing the juxtaposition of both castles and how my story unfolds is the best thing ive read. You got it!! That was exactly the intent.
The 2nd castle had to speak to you differently JUST like an opposing side in war, the 2nd castle dissagrees with the 1st castle, it's arguing with it in every aspect non linear to linear, bright to dark, freedom to hostile, friendly to not. Im very glad you picked up on this. But, then there's something thrown in the mix upon reading and witnessing certain things right? The fact that you actually don't know who is the unreasonable one.

Spoon feeding and having everything spelled out is something i loathe. I love to piece together things myself or interpret things my own way. I loved how the game Silent Hill did this and its something i like to do.
The story is an eccentric one but, all is there and last night i added a few more hints to how everything came about. This includes and extra book to read in the 2nd castle, an extra speech Irvy makes and a slight discovery your player makes upon placing the statue back where it belongs.

Im glad your showing interest in me continuing this up but, unfortunately, it's all a one shot. I may make references to it in future levels but it is finished. The message was there, it was up to you to read it.

There very well could be more in there for you to get but, you have done well to discover so much already!

I look forward to the full review and i hope you touch upon those more artsy details i put in this level like you have here in it.

Thanks for your time Trindall!
2009-08-28 15:33:00

Author:
Lotus_Flow3r
Posts: 165


Hey Lotus! Alright - I just finished my second play through and here are my initial reactions:

- This is a really long level if you get into it!
- I liked the side quests .. that made it feel like an RPG
- I liked that there were about 3 stories going on at the same time .. and they all complimented each other!

Stories:
- I liked the tension between the two castles. They were like opposites, but you didn't really know who was good and who was bad. It seemed to me like the first king was hiding something (well, actually he was, his daughter!). It was like both castles were fighting because the one king wouldn't let his daughter have a relationship with another guy from the other castle .. which by the way was a bit weird for me because it seemed like the first king's daughter, and the second king's son were in love... but the two kings were brothers weren't they?! Gross! lol :eek:

So yeah, that was the one story, but then you have the time travel thing, which alluded to the fact that war hasn't changed, even after hundreds of years. After hundreds of years, we're supposed to be more educated, and with all of our advancements, we still lack the basic teaching of 'love each other.' Or maybe, 'Treat others as you would have them treat you.' Your story also seemed to allude that things (war/love/hate) probably won't change for a long time, if ever. I liked the line that said something like, "is there really such a fine line between love and hate?" It's always interesting how we tend to treat the people we love with less respect than we treat the people we don't even know.

Lastly, the couple side stories were cool. The one about magic and if it's real or not was interesting. I personally don't believe in magic, but I think with the right tool bag, you can make magic happen with LBP lol

Also, the guards added humor to the level, which was a really nice break from the seriousness of the story line.

So again, nicely done. I really liked how this level was thought out well, and it's up to the player to get the most out of it.

5:star::star::star::star::star:
Already hearted
And I got 3rd place!
2009-08-31 23:37:00

Author:
Powershifter
Posts: 668


Thanks for giving feedback on "A Journey"

Your feedback:

Intro:Very colourful. Didn't expect that.

Visuals:
Well, what can I say. I'm not a huge fan of the bunker materials you used in the castle, but there isn't really a decent brick material. But anyway, I somehow thought that the level didn't look very interesting. The colours were all a bit washed out due to the filter and almost everything was rectangular. I also didn't like that you pretty much always use all three layers eventhough you don't have to.
You could use the two other layers to add some more details.

Sound: -

Gameplay:
Yes, this is an RPG, but in my opinion the walking distances were way too long and there was hardly anything other do to than running and occasionally jump up a ladder. I would have liked a few more jumps/swings etc.
However the RPG-ness is really quite good. I didn't manage to rescue the princess, but found all books and fed the starving guard.

Boss/Enemies:
The basic enemies are really no challenge whatsoever. You simply dodge them by changing layers. Speaking of changing layers the "dangers" in the room above the enemies that throw shurikens are really no dangers since you just have to move to the first layer and walk past the one rolling giant shuriken. Maybe it would be better if the shuriken that sit near the ladder moves as well.
The final boss is really not fun I'm afraid, but you mentioned it yourself that it is not very good. The easiest way to make it more challenging would be to just use one layer for the final boss battle.

Nitpicks:
There is a huge block of dark matter visible left of the sleeping room.
And the clouds in the background all have a tiny whole. You could use invisible darkmatter to hold them up instead.

Overall there a many things you can improve considering the gameplay. Maybe have look at amazingflyingpoo's LBL series, they were in my opinion a bit better in that area.
The RPG structure is very well done however and I like how you have little sidequest and that what you tell the king matters in a way.
2009-09-01 10:17:00

Author:
Syroc
Posts: 3193


Hey Lotus! Alright - I just finished my second play through and here are my initial reactions:

- This is a really long level if you get into it!
- I liked the side quests .. that made it feel like an RPG
- I liked that there were about 3 stories going on at the same time .. and they all complimented each other!

Stories:
- I liked the tension between the two castles. They were like opposites, but you didn't really know who was good and who was bad. It seemed to me like the first king was hiding something (well, actually he was, his daughter!). It was like both castles were fighting because the one king wouldn't let his daughter have a relationship with another guy from the other castle .. which by the way was a bit weird for me because it seemed like the first king's daughter, and the second king's son were in love... but the two kings were brothers weren't they?! Gross! lol :eek:

So yeah, that was the one story, but then you have the time travel thing, which alluded to the fact that war hasn't changed, even after hundreds of years. After hundreds of years, we're supposed to be more educated, and with all of our advancements, we still lack the basic teaching of 'love each other.' Or maybe, 'Treat others as you would have them treat you.' Your story also seemed to allude that things (war/love/hate) probably won't change for a long time, if ever. I liked the line that said something like, "is there really such a fine line between love and hate?" It's always interesting how we tend to treat the people we love with less respect than we treat the people we don't even know.

Lastly, the couple side stories were cool. The one about magic and if it's real or not was interesting. I personally don't believe in magic, but I think with the right tool bag, you can make magic happen with LBP lol

Also, the guards added humor to the level, which was a really nice break from the seriousness of the story line.

So again, nicely done. I really liked how this level was thought out well, and it's up to the player to get the most out of it.

5:star::star::star::star::star:
Already hearted
And I got 3rd place!

Hey Power shifter.

Im glad you decided to do another play and had an even better experience this time.

Yup, i tried to make it so that everything is conflicting, gameplay, tone, pace, environment etc because this level is about a conflicting humanity. Its great you noticed these things because ive been told this level is probably best received when the details are understood.
Yeah, i didn't want to spoon feed answers to the player, especially as the message getting across will be tarnished if all had a cannon answer.
Haha, i won't comment on your theory about incest but, i can tell you that there is no son to any king.

The magic part of the level is a metaphor for another idea. I won't explain but, try placing something you like to believe in or what humanity sometimes believes in, in place of magic and maybe you will be enlightened.
Also, this part is also a mask to take some of the seriousness off of the level.

Im extremely glad you got to thinking about those issues, that's what i had hoped and i love what you said about treating those closer to us more deeply.

Yeah, the guards, whilst crucial to the atmosphere in the 1st castle, were also mood lifters.

Thanks for the kind words and congrats on 3rd place!

I need to go do your level again in due time.
2009-09-02 17:58:00

Author:
Lotus_Flow3r
Posts: 165


Thanks for giving feedback on "A Journey"

Your feedback:

Intro:Very colourful. Didn't expect that.

Visuals:
Well, what can I say. I'm not a huge fan of the bunker materials you used in the castle, but there isn't really a decent brick material. But anyway, I somehow thought that the level didn't look very interesting. The colours were all a bit washed out due to the filter and almost everything was rectangular. I also didn't like that you pretty much always use all three layers eventhough you don't have to.
You could use the two other layers to add some more details.

Sound: -

Gameplay:
Yes, this is an RPG, but in my opinion the walking distances were way too long and there was hardly anything other do to than running and occasionally jump up a ladder. I would have liked a few more jumps/swings etc.
However the RPG-ness is really quite good. I didn't manage to rescue the princess, but found all books and fed the starving guard.

Boss/Enemies:
The basic enemies are really no challenge whatsoever. You simply dodge them by changing layers. Speaking of changing layers the "dangers" in the room above the enemies that throw shurikens are really no dangers since you just have to move to the first layer and walk past the one rolling giant shuriken. Maybe it would be better if the shuriken that sit near the ladder moves as well.
The final boss is really not fun I'm afraid, but you mentioned it yourself that it is not very good. The easiest way to make it more challenging would be to just use one layer for the final boss battle.

Nitpicks:
There is a huge block of dark matter visible left of the sleeping room.
And the clouds in the background all have a tiny whole. You could use invisible darkmatter to hold them up instead.

Overall there a many things you can improve considering the gameplay. Maybe have look at amazingflyingpoo's LBL series, they were in my opinion a bit better in that area.
The RPG structure is very well done however and I like how you have little sidequest and that what you tell the king matters in a way.


Hmm, it seems you have missed the point very badly.

I understand this isn't your preference but, that shouldn't make something an automatic failure in some ways to you.

Read what i put to Trindall and Powershifter to understand more about what i did. You seemed to have "criticised" me for exactly the intent.

But, quickly, i will respond to a few points.,.

Poo's levels are similar to mine yes but, not entirely. This level is an experience, not a challenge as i have stated. I loathe swings and platforms. I avoid that at all costs as i am fed up of seeing it. This is a level with deeper meanings and things to decipher, not a mindless platform affair. It requires you to work and think to understand what it all means...not just timing a jump!
I didn't want difficulty as such because then you will be concentrating on how to progress through the level rather then thinking whats IN the level.
As ive previously stated, it's not about bosses nor obstacles.

Visuals are complimentary to my vision. The bright colours that have significant meaning in the 1st castle are filterd to look more washed out so that you feel more like you have gone back in time, it looks older, an old age. Atmosphere is key.
The 2nd castles filter is symbolic of a realisation, a truth...yet the same two significant colours of meaning in material are still being used.
I dont think i need to comment on why all layers are used, that should be self explanatory.

Walking distances etc i have already touched upon. Its pacing. Atmosphere is key as always.
It is designed to suck you in, to make you absorb your new surroundings and feel that you have truly gone back in time.
For this you need to be ready and have a large attention span.

The matter has been moved, thanks! (btw, i also saw past a wall to see some unworked level on your journey level, it was on that traditional water platforming bit, where you ride the platform down some water, i kept going and saw the platforms travel to an unused level space)
The clouds were temporarily being held in position by small matter...and i gone and forgot about that! Changed them now though, thanks.
The shuriken was supposed to be moving too, i have fixed that now though, thanks.

Thanks for playing!
2009-09-02 18:17:00

Author:
Lotus_Flow3r
Posts: 165


Haha, i won't comment on your theory about incest but, i can tell you that there is no son to any king.
Oh! oops.. :blush:


The magic part of the level is a metaphor for another idea. I won't explain but, try placing something you like to believe in or what humanity sometimes believes in, in place of magic and maybe you will be enlightened.
You know I thought that might be what you were going for but I didn't want to assume. So yeah I'll say it, for me I would replace "magic" with "God", then I hear your level asking (in the 2nd castle.. I think), "Is there really a God?" Since there is magic (God) in the level, I would assume the answer is yes. But that's just me.. you could replace "magic" with just about anything.


Im extremely glad you got to thinking about those issues, that's what i had hoped and i love what you said about treating those closer to us more deeply.
It's the first LBP level that I played that purposefully had a deeper (good) message.


I need to go do your level again in due time.
Thanks - I hate to say this, but maybe wait a day or two until I figure out this picture glitch I've been dealing with. I think I'm just going to create a completely different picture of a different section of the level. Because until it's fixed, most people (unless you get lucky) can't finish the level.

Also, I wouldn't get disappointed with Syroc's feedback. I didn't read from his review that it was a failure. He mentioned the things he liked, and I've noticed in most of his reviews he focuses on the things that could be improved (I'm assuming Syroc is a he?! sorry if I'm wrong, I didn't look at the profile). All the things he mentioned were basically true, and things that I had noticed as well, but I understood the kind of experience you were going for and I rated it accordingly. It was actually nice to not have to worry about making jumps and constantly die from a crazy hard boss. I welcomed the experience you were aiming towards.
2009-09-02 18:18:00

Author:
Powershifter
Posts: 668


Yeah, I didn't want to imply that it was a failure.
Just pointed out the things that I personally liked or didn't like all that much.
I got the meaning of your level, don't worry about that. I just didn't feel the need to point it out.
2009-09-02 21:10:00

Author:
Syroc
Posts: 3193


Oh! oops.. :blush:


You know I thought that might be what you were going for but I didn't want to assume. So yeah I'll say it, for me I would replace "magic" with "God", then I hear your level asking (in the 2nd castle.. I think), "Is there really a God?" Since there is magic (God) in the level, I would assume the answer is yes. But that's just me.. you could replace "magic" with just about anything.


It's the first LBP level that I played that purposefully had a deeper (good) message.


Thanks - I hate to say this, but maybe wait a day or two until I figure out this picture glitch I've been dealing with. I think I'm just going to create a completely different picture of a different section of the level. Because until it's fixed, most people (unless you get lucky) can't finish the level.

Also, I wouldn't get disappointed with Syroc's feedback. I didn't read from his review that it was a failure. He mentioned the things he liked, and I've noticed in most of his reviews he focuses on the things that could be improved (I'm assuming Syroc is a he?! sorry if I'm wrong, I didn't look at the profile). All the things he mentioned were basically true, and things that I had noticed as well, but I understood the kind of experience you were going for and I rated it accordingly. It was actually nice to not have to worry about making jumps and constantly die from a crazy hard boss. I welcomed the experience you were aiming towards.

Your on a good track with that interpretation about god/religion but, it's subjective so, anything goes

Im glad its the 1st lbp level that made you think, i like to get people to think and i will continue that trend.

Ok i will wait Power no problem
2009-09-05 19:49:00

Author:
Lotus_Flow3r
Posts: 165


Yeah, I didn't want to imply that it was a failure.
Just pointed out the things that I personally liked or didn't like all that much.
I got the meaning of your level, don't worry about that. I just didn't feel the need to point it out.

Ok np

I just wanted to make sure you knew my intent.
2009-09-05 19:50:00

Author:
Lotus_Flow3r
Posts: 165


Sorry for the bump but I played your level this afternoon and wanted to say how much I enjoyed it.

It had so many different layers to it. It could be enjoyed simply as a puzzle exercise, working out how to progress and trying to find as many secrets as possible but there was also the message you were aiming to get across, making the player think, as well as an intriguing story to follow.

Personally I liked the visuals a lot. I knew I was in for a treat when the start of the level was so atmospheric. The plasma effect was superb and there (and throughout) you use sound very effectively to create mood. You have obviously been back and updated since the POTC pack and added water. The POTC brickwork is perfect for your castle too. I loved the first castle with its bright colours and I appreciated the attention to detail shown in the design of the furniture and decorations in it. Your wall coverings were great ? very Medieval (or a Victorian take on it!). I also noticed the contrast you created with the second castle both visually and in mood. I won?t say more as this aspect has been discussed at length before in this thread.

I very soon got absorbed in the story, puzzling out the way ahead, finding the secrets (bet I missed a few so I will have to go back!) and following the side quests. I liked the element of ambiguity you introduced into the story which made me wonder whether this was after all a black and white good versus evil tale. I need to replay to think about that and the other more thought provoking elements. I agree with Trindall that you did a fantastic job with the speech bubbles and cameras in laying the trail for the player without making the level too linear and losing the open exploratory feel. The choice of lying to the King or telling the truth was a great idea. I am now intrigued as to what happens when you lie, as I chose to tell the truth.

The platforming in the second castle made a nice contrast to the first part of the level (although I managed to die stupidly a number of times ? another reason for replaying, lol!). It was a shame you didn?t have enough thermo to do more with the final boss but given the nature of the level, I really don't think that mattered.

All in all, I thoroughly enjoyed the level and thought you had produced something genuinely different from the usual LBP level. It was thoughtful, many layered and absorbing to play. Thank you.

5 stars and hearted.
2010-01-24 23:16:00

Author:
shropshirelass
Posts: 1455


Sorry for the bump but I played your level this afternoon and wanted to say how much I enjoyed it.

It had so many different layers to it. It could be enjoyed simply as a puzzle exercise, working out how to progress and trying to find as many secrets as possible but there was also the message you were aiming to get across, making the player think, as well as an intriguing story to follow.

Personally I liked the visuals a lot. I knew I was in for a treat when the start of the level was so atmospheric. The plasma effect was superb and there (and throughout) you use sound very effectively to create mood. You have obviously been back and updated since the POTC pack and added water. The POTC brickwork is perfect for your castle too. I loved the first castle with its bright colours and I appreciated the attention to detail shown in the design of the furniture and decorations in it. Your wall coverings were great – very Medieval (or a Victorian take on it!). I also noticed the contrast you created with the second castle both visually and in mood. I won’t say more as this aspect has been discussed at length before in this thread.

I very soon got absorbed in the story, puzzling out the way ahead, finding the secrets (bet I missed a few so I will have to go back!) and following the side quests. I liked the element of ambiguity you introduced into the story which made me wonder whether this was after all a black and white good versus evil tale. I need to replay to think about that and the other more thought provoking elements. I agree with Trindall that you did a fantastic job with the speech bubbles and cameras in laying the trail for the player without making the level too linear and losing the open exploratory feel. The choice of lying to the King or telling the truth was a great idea. I am now intrigued as to what happens when you lie, as I chose to tell the truth.

The platforming in the second castle made a nice contrast to the first part of the level (although I managed to die stupidly a number of times – another reason for replaying, lol!). It was a shame you didn’t have enough thermo to do more with the final boss but given the nature of the level, I really don’t think that mattered.

All in all, I thoroughly enjoyed the level and thought you had produced something genuinely different from the usual LBP level. It was thoughtful, many layered and absorbing to play. Thank you.

5 stars and hearted.


Thanx very much!


What you have said in your feedback is fantastic because you noticed the "other" things. I love storytelling and i love telling them in unique ways (through scenery or sounds) and i don't spoon feed so, if you want to understand the whole thing, you have to pay attention to the smallest of details. You have to create a world with a hook though otherwise it will backfire! So, im greatfull you noticed.

Haha, yeah, i use that effect a lot, it's in 3 of my levels atm!
Yeah, i have been back over it to keep it up to date, no one wants to see glass as water anymore lol.
Thanx for taking the time to appropriate the decorations etc. I was aiming for that very specific feel, as if you are now in a whole new world but, at the same time, it's familiar.
Yes, the opposing nature of everything is something i was over the moon about when it was being picked up by Trindall, Powershifter and now you of course!

Always great to hear you got absorbed by my level and my work paid off lol. There are a ton of secrets! I love doing secrets.
Yeah, i'm told my pacing is good on this one but, it was no easy task to achieve, you should see it in create mode, switches everywhere lol.

Lol, im told i make ridiculously hard levels (when i do one that requires difficulty) but, i love that, i miss the days of 8-bit difficulty so, i try to recapture it when i do a level that is meant to have some difficulty. TBH though, i tried to make this castle as easy as possible lol
Yeah, it is a shame about the thermometer and it made the boss just an enhanced general enemy but, as you said, it's not about that, and it don't matter.

Thank you for your brilliant and thoughtful feedback, i hope you will keep posted with me, i need to find all the people who appreciate a little difference that i can!

I haven't done a level like this for awhile and instead, been doing other things but, ive been working on an idea for about 6 months now and it does flow similar to this but, at the same time, it's different. It's called Log and it's the level i always wanted to make and Water made it possible. Be sure to keep posted!

Thank you.
2010-02-01 03:26:00

Author:
Lotus_Flow3r
Posts: 165


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