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Lost in Darkness

Archive: 10 posts


Lost in DarknessPeachii
You are entering the catacombs of a mysterious murderer to find Pat, someone who has done an important mission. But after you find out that he was killed by the murderer you try to escape as fast as possible from the catacombs. John is at your phone and knows some routes to get out faster.
All in all you have to avoid lights, climb on cartons, swim in some water and be careful in all of those dark areas. You don't know what there could be. Monsters? Hopefully not!
all

It's my fifth level overall and I released it in May. Since then it got updated thousand times, and maybe it will be another thousand times. I got most inspiration from levels like Little Dead Space, so something could be quite similar to them.

Ok, enough text, here some pictures:

http://www.abload.de/img/lid1-1ebpc.jpg

http://www.abload.de/img/lid1-2pbt0.jpg

http://www.abload.de/img/lid1-37z3p.jpg

http://www.abload.de/img/lid1-4n9om.jpg


I hope you'll have fun while playing

By the way, I already released Lost in Darkness 2, but I'm going to present that level later.
2009-08-31 18:05:00

Author:
Peachii
Posts: 22


I will try it! 2009-08-31 18:19:00

Author:
moonwire
Posts: 1627


A very great level, Peachii!
I don't even think I found any glitches! The atmosphere was creepy, and the dripping blood, and Pat's torn-apart-limbs was really growse (meant in a good way).

I think all you could do is to improve details, 'Cause they are already amazing!

Though there is one thing you could fix (unless the thermo is full), and that's when you open up the way to continue in the water. Am I wrong (if so, ignore this sentence) or did you just use some disappear? It would be nice if you could replace it with a cool door mechanism or something!

I will play your Lost in Darkness 2 soon!
Please try my F4F level, the rotating tube (survival level), And be carefull to read everything, because, I have got the same problems for my Moonwire account like NoVaKaiN16have. And I have left some information there.
2009-09-01 15:31:00

Author:
moonwire
Posts: 1627


Thank you for your review. I'll have a look on your level. 2009-09-02 12:41:00

Author:
Peachii
Posts: 22


Here are some notes from my third play through:

? Love the elevator with the cogs. Made it look very mechanical and legitimate.

? Liked the metal gear sequence with the spotlights. I really liked the instant kill and lights when the player trips the alarm.

? After the first metal gear spotlight, there is a door where you shoot a switch to open it up. I really didn?t understand that door as it had a thin panel that retracted with a piston and then the door opened. It didn?t seem to fit in the level, as my first thought was that the panel was going to spring out and launch me. I loved the use of the cogs in the first elevator, and maybe you could implement them into this door as well. Possibly have the player shoot a cog that spins and opens the door as other cogs in the door spin as well. I really think that this would enhance the door and the level.

? I loved how you made the player enter the water. It almost made me think for a second I was playing some kind of early water level. The way the player is launched into the water coupled with the sound effects really makes the player feel as though he was entering water.

? The light sequence after exiting the water to pull the two switches needs another checkpoint. This is not to help the player but to add challenge. After pulling the two switches, I died and basically got to skip going back through the lights. If you add a checkpoint somewhere near the two switches, it would force the player to complete the challenge.

? While I liked the design of the bad guys, I really hated fighting them. Shooting them a million times was not too fun. I know you mention early on that the paintinator only has 50 shots. This could be a great opportunity to give the player a little ?twist.? You could make that paintinator right before the first enemy have no shots thereby forcing the player to find an alternate way to kill the enemy. It could be some kind of puzzle sequence or just a platforming challenge in order to reach their brains. It would make the player feel as though they outsmarted the enemy rather than just pressing R1 a million times.

? After the first enemy, the player goes through a metal grate to enter a shaft. While it may be difficult to implement now, it would be cool if you placed similar shafts throughout the level that lead to secret areas with points or additional story sequences.

? The Electrified enemies had the same problem as the first claw bad guy. Killing them is not fun. I liked that you reintroduced the cogs in this area but the enemies could use some improvements as I mentioned above. This area could have the player shoot a crate or a cog above the enemies and cause it to fall onto them or into some kind of mechanism that caused an explosion killing the enemy/enemies. Anything would be better than just shooting them from a distance. Get creative!

? The elevator after fighting the two electrified enemies could have used some cogs like the first elevator. Also I fell off of the elevator and had to commit sackticide to continue.

? The boss had the same issues as the other enemy sequences. If you can, try and think of a different way to kill him rather than just shooting him. I mentioned above how there are different possibilities to kill the bad guys. Again be creative. You went to a lot of trouble to create this large and detailed world. Give the player a diverse challenge rather than just having them shoot over and over.

Overall this level is on the right track. You have a great environment and details already there. Now you need to just focus on the gameplay and refine the enemies to make them more enjoyable to fight.

COGS! I love cogs! Though I don't use them linked together in my own level (The Glorious Matter Transformation), I loved the parts that you had them in your level. If you applied cogs into the rest of the level, it would add to the mechanical and realistic aspect of the level. If you applied cogs to every moving or mechanical part of the level, I think that it would really improve the level. This obviously would be hard to go back and accomplish, so if anything see if you could apply it to future levels.

Also, I know this is more of a story driven level, but it would be cool if you added some kind of platforming challenges. These could become a part of the boss fights or introduced in different parts of the level. You could easily apply your spotlights into a platforming challenge where the player has to wait to complete a series of timed jumps. This would help diversify the gameplay.

At this point, I would give this level :star::star::star:1/2:star:

The enemy fights knocked that down from four stars.

Use this feedback on your future levels! I can't wait to play them!
2009-09-06 16:48:00

Author:
ElGueroGigante
Posts: 85


Thank you for your review.
It will take long time to improve all that things, and I guess I also will have to do that in the second part of the series.
2009-09-07 14:08:00

Author:
Peachii
Posts: 22


Sounds awesome! My levels are also kinda dark and creepy, so I can't wait to see what you did.
I'll play it when I get home!
2009-09-07 14:19:00

Author:
javi haguse
Posts: 744


Well, my last post is uhm... some months old
In the time I was away I have changed really much things in my level. As mentioned in the first post the level got quite many updates... Here is a list of the fixes:


Changed some block's material
Added switch-sounds
Added permanent switches
Improved dialogues
Paintinator now with unlimited shots
Level now has real LBP-Water
Added challenges in water
Added another part after leaving the water the first time
Added a time-challenge
Removed the paintinator in front of the first monster
Added more decoration
Removed a blockade
Impossible to miss the last lift now
The final battle now has more variation
Added 2 prize bubbles
Added level-keys
Now unlimited-deaths possible


Ok, that was all, I hope you'll have fun while playing. Thank you,

Peachii
2010-03-21 19:11:00

Author:
Peachii
Posts: 22


Well, my last post is uhm... some months old
In the time I was away I have changed really much things in my level. As mentioned in the first post the level got quite many updates... Here is a list of the fixes:


Changed some block's material
Added switch-sounds
Added permanent switches
Improved dialogues
Paintinator now with unlimited shots
Level now has real LBP-Water
Added challenges in water
Added another part after leaving the water the first time
Added a time-challenge
Removed the paintinator in front of the first monster
Added more decoration
Removed a blockade
Impossible to miss the last lift now
The final battle now has more variation
Added 2 prize bubbles
Added level-keys
Now unlimited-deaths possible


Ok, that was all, I hope you'll have fun while playing. Thank you,

Peachii

Thanks for leaving feedback on my level!

Ok I didnt know for sure what level to play even though you said Lost in Darkness...so I played all 3

I think the changes you have made a world of difference! I think Part 1 is your weakest level of the 3 bu that being said I rated it 4 stars and hearted with a moody tag. Part 2 I rated 5 stars hearted it and moody tag, Part 3 I gave 5 stars Hearted and a Boss tag.

Now a little about them:

Thought your atmosphere was great liked the elements that gave it a 'working' kind of feel. Detail was good but I'm sure those gears took up a bit of thermo. Your puzzle elements were very good, but got better through the 3 levels. The same can be said of the platforming imo as well

You have some very creative platforming.

Just really solid...I might have used fewer gears and added more detail.

I really want to see what else you can do in a different enviroment...


2010-03-23 03:02:00

Author:
AJnKnox
Posts: 518


Ok I did'nt know for sure what level to play even though you said Lost in Darkness...so I played all 3
Well, actually it was about the first level. Thank you for testing all!

Yes, part one is the weakest, but that's because it was completely improvided and build 11 months ago. Part 2 and 3 were done later, and as I mentioned in my first post I learned how to build better and better from time to time.
To the details: Sure I used not as much as some might want such levels to have. I focused more on the gameplay and the thermo is min. 15/16 in each of this three levels (Part 3 even lags sometimes). So I didn't add more.
2010-03-23 13:13:00

Author:
Peachii
Posts: 22


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