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Not-So-Run-of-the-Mill

Archive: 8 posts


Not-So-Run-of-the-Millgocubsgo2
This is my newest level, Not-So-Run-of-the-Mill. You are in a steel mill and must go through different obstacles and challenges, all the while helping a security guard. I spent over a month on this, tweaking it to perfection with detailed visuals and solid gameplay.
all
I hope you enjoy.
2009-09-12 17:09:00

Author:
Unknown User


Hey bud, your level sounds promising, but I can't seem to find it.

I searched your name and the level name and got nothing. Is this your first level? If not, it may help to give a name of a previous level, as it takes a while for levels to make it into the search list.
2009-09-13 15:21:00

Author:
comphermc
Posts: 5338


Nope, I have twelve or thirteen levels out right now. Try searching 'Bitter War' and click on my name from there. Thanks for showing interest in it, I was afraid nobody would.2009-09-13 16:52:00

Author:
Unknown User


Alright, I checked it out. At least one other person on this site has played it as well. I'll let him/her decide on their own if they'd like to give feedback.

It was pretty good. You had some great material and sticker work going on. It's obvious that your thermo was maxed out. There was some nice stuff and some not so nice stuff.

It was pretty good length, but most of the challenge was taken away by those rhyming hints. I understand that you were going for something different, but it basically spelled out the solution to every obstacle. I would have ignored them and used them only if I was confused, but the first speech bubble told me that I should grab the block, so I grabbed all of them.

I like how each room was its own individual puzzle/obstacle, but I wasn't a huge fan of just dissolving away the doors in some of the earlier areas. Maybe have a piston retract the door into the floor ceiling, etc. I don't expect you to change it or anything, that's just my opinion. As the level progressed, things became more complicated, and the dissolving became less noticeable.

There was one puzzle where you dropped fire/paint on the cockroaches - I wasn't a huge fan of the mechanism used to move/drop the 'stuff.' The two way switch got in the way of me moving around, and it got sort of annoying. This is how I would've done it:

Put a "require all" spotlight under the raising platform. Wire it through an AND gate (I'll assume that you know what those are). Make the other input to the AND gate be an inverted trigger for when you kill all the creatures. It would work so that while the creatures are there, the input for that half of the AND gate is true. Stepping on the platform (and into the spotlight) would raise the platform. Once all the baddies are dead, the platform drops back down. Also, I would've put a grab switch on the left and right for movement of the dropper, and button or grab switch above to trigger the objects that drop. That's just my opinion. (I hope any of that made sense)

Also, the camera in one of the last obstacles, where the platforms drop down on ropes, was kind of annoying. I don't think it needed to be that extreme.

All in all it was pretty good. There were some rough spots, but it looked great.

4 stars, hearted.

I'm sure adding some screenshots would drive some more traffic to you level.
2009-09-13 21:13:00

Author:
comphermc
Posts: 5338


Hey, thank you for your feedback. I would return the favor, but alas, the review group is swamped with requests to do.

My thermo wasn't maxed out. I still have more than a quarter of it left. I decided to end the level since I was getting tired of the realistic stickering and metal plates. Now I'm onto my next project and I'm shooting for a completely different, more abstract art style.

I understand your complaint about the instructions. I had to put them in so if somebody got stuck, they would have some help. Also to prevent younger players from getting frustrated and quitting and giving low ratings.

I only dissolve away doors when making a real door is too complicated. I guess either my whole level was too complicated or I was too lazy to make real doors. :blush:

I'll change that mechanism when I get the time. I'm absorbed in my new project right now, I'm on a roll and don't want to stop.

I'll tweak that camera angle.

Thank you for your feedback and your heart, I spent an eternity on this level. I suppose I made it a little too complicated for its own sake.

My specialty has and will be visuals. I focused on improving the gameplay this time around, so I hope I did compared to my previous levels.

Again, thanks for playing.
2009-09-13 21:27:00

Author:
Unknown User


Played this through the other day and really liked it.

+ I love how you had the clues set to rhyme or clever phrases.
+ The platforming was varied and some spots were really unique.
+ It's a good length not too long and not too short.
+ The bugs are funny - I like the exclamation point antenna - very clever
+ Lots of details and some interesting material usage.

Found a couple of things that you may want to look at

- Under the elevator where you drop stuff on the bugs - it's very easy to get trapped under the elevator. I'd recommend you get rid of the thin layer in front of the floor there so the player can escape if they end up there. Also in this section if you could make the drops a little faster I think it might improve the game flow. It's so nice up until that point then it just stops while you wait for the drops.
- The lift platforms at the end come up way too fast and can easily smash players into the ceiling. It just seems a bit cheap right at the end.
- There's a lot of visual stuff going on and sometimes it's hard to focus on one thing. If you were to simplify the color scheme or number of different stickers in just a few places I think it would be a more sophisticated feeling level. Just my opinion though.

Overall this is a cool level. I enjouyed playing it and I'm really looking forward to your upcoming level. This one I gave 5 stars & hearted. Thanks for sharing it!
2009-09-17 04:52:00

Author:
Morgana25
Posts: 5983


Great work. Some pretty innovative stuff in there at times and all the platforming is well balanced. The flow and length of the level is prefect. Always on the move and always something to do. There's no long tedious corridors or anything like that. Everything is perfectly spaced out.

Fantastic level. Well done, keep it up
2009-09-17 16:32:00

Author:
jackofcourse
Posts: 1494


Thank you all for your feedback and enjoyment.

@Morgana

I've had a lot of problems with that thin layer, I'll be sure to fix it and the other things you mentioned.
2009-09-18 00:05:00

Author:
Unknown User


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