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Offworld Colony

Archive: 40 posts


Offworld Colonytsr13
Nobody has heard from the colony on LB426, and as a Space Marine it's your job to find out why. This epic sci-fi adventure will have you driving armored vehicles, battling alien baddies, platforming, and even hacking a circuit board to send out a distress call. Fans of the 1986 film "Aliens" will immediately recognize this level as a tribute, although prior knowledge of the movie is not necessary.
all
Join a group of Space Marines and investigate trouble on offworld planetoid LB426. Can you stop the onslaught of Aliens and rescue the colony? Recommended for one player only.

If you've been looking for a dark and brooding sci-fi/horror/survival type level, then this is for you. If not, then this level is still probably for you. It is dialog-heavy and presented in a series of cut scenes interspersed with action. There's a little something in here for everyone: story, shooting, platforming, mazes, puzzles, etc. Although there's plenty of action for the player to get involved in, I intentionally steered clear of overly-difficult challenges that ultimately lead to the dreaded "frustrating" tag.

This project has been so long in the works that it's hard to remember exactly when I started building it, but it's at least 9 months old. (hm, like a baby!) This level represents a lot of firsts for me. It was my first heavy use of the paintinator, first use of time-scripted dialog, and my first stab at horror/suspense (pun intended). Any and all feedback, suggestions, and criticisms are welcomed and appreciated!

I backed myself into a corner several times due both to the story and level of interaction of the player, and I must have torn apart the level and rebuilt it at least a half a dozen times. In the end, it was a battle to the death with the thermometer. There was a lot of content I was not willing to cut, and inventing thermometer-friendly ways of implementing everything was a major challenge. Now that it's all done, I hope that you all have as much fun playing it as I did creating it. Thanks for playing and enjoy!




http://shawnandtom.com/LBP/oc1.jpg http://shawnandtom.com/LBP/oc2.jpg

http://shawnandtom.com/LBP/oc3.jpg http://shawnandtom.com/LBP/oc4.jpg

http://shawnandtom.com/LBP/oc5.jpg http://shawnandtom.com/LBP/oc6.jpg

http://shawnandtom.com/LBP/oc7.jpg http://shawnandtom.com/LBP/oc8.jpg

http://shawnandtom.com/LBP/oc9.jpg http://shawnandtom.com/LBP/oc10.jpg
2009-11-04 23:15:00

Author:
Taffey
Posts: 3187


Looks pretty nice! I'll hopefully give it a try!2009-11-05 00:59:00

Author:
piggabling
Posts: 2979


Wow - that first section is as cool as I remember

k - lots of good stuff:

+ drop ship - awesome
+ APC - more awesome
+ facehuggers - unbelievably icky awesome
+ nice battles with aliens
+ good scary moments
+ area just before final battle was a cool way to set up the finale
+ fans of the film will love the movie dialogue references.

Couple of things I noticed:
- drop ship dialoge is long.... way long. I like it but I'm not bothered by heavy text. Your going to burn out the attention span of younger players before they even make it to the ground. Just a heads up that the ratings are gonna take a hit for this.
- APC is great but a tad repepetitive. I know - heavy thermo invested in it so it's got to do more than blow up two or three things... Maybe different challenges then?
- some rough edges and not as much detail as I'm used to seeing from you in a lot of places. Screams thermo problems though so I understand.
- boss battle looks epic but she's sort of a one trick boss and the timing is a little slow. Seemed like a ton of paint to take her out too. Not sure if there's a way to spice it up with such low thermo to play with but if you decide to tweak the level any more I'd try and give this a kick up. Looks great though.

Overall a cool level in a lot of ways. I'm giving it 5 stars Thanks for finally releasing it. I was wondering if I'd ever get to see those nasty face huggers again. lol
2009-11-05 06:55:00

Author:
Morgana25
Posts: 5983


Thanks Morgana! I appreciate you playing it way back when and then coming back for more now that it's done. You rock. As usual, your feedback is extemely helpful and spot-on. Here we go:


- drop ship dialoge is long.... way long. I like it but I'm not bothered by heavy text. Your going to burn out the attention span of younger players before they even make it to the ground. Just a heads up that the ratings are gonna take a hit for this.Yep, it is too long. I knew it already, but for whatever reason I guess I just needed to hear it from someone else. That was the very first dialog sequence I made, and I never changed it. Until now that is. I shortened it up considerably, which had the happy side-effect of freeing up a teeeeny tiny sliver of thermometer. Yay, now I can add some stickers around the level! Ooh, and decorations!!




- APC is great but a tad repepetitive. I know - heavy thermo invested in it so it's got to do more than blow up two or three things... Maybe different challenges then?Yep, you're right again. It is a smidge repetitive and I'm just not sure what to do about it. The problem with the APC is that it simply can't do very much... Stupid movie prop designers anyway. I am relying heavily on the "oh cool" factor in the whole APC section and not much on gameplay, but I will see what I can come up with as far as different challenges go. It can't be anything too complex, but perhaps a multi-switch gate or something like that.



- some rough edges and not as much detail as I'm used to seeing from you in a lot of places. Screams thermo problems though so I understand.I really had to sacrifice detail for overall content - the transport ship interior seems especially plain to me. It hurts when you have to choose between a boss fight or pretty walls. *heavy sigh* Fine, boring walls it is. However, I might use my newly acquired pinch of free thermo to bring some of the areas up to spec.



- boss battle looks epic but she's sort of a one trick boss and the timing is a little slow. Seemed like a ton of paint to take her out too. Not sure if there's a way to spice it up with such low thermo to play with but if you decide to tweak the level any more I'd try and give this a kick up. Looks great though.I've been trying to think of ways to add "layers" to this boss fight for quite some time now but I'm drawing blanks. If you (or anybody else) have any suggestions I'm all ears. Regardless, I adjusted the main paint switch from 40 down to 25 and sped up the overall timing - it seems to play a bit better now.



Overall a cool level in a lot of ways. I'm giving it 5 stars Thanks for finally releasing it. I was wondering if I'd ever get to see those nasty face huggers again. lol Again, thanks. Wow, 5 stars! I'm flattered... But now I know the key to highly rated levels. If in doubt, just add some face huggers!
2009-11-05 09:00:00

Author:
Taffey
Posts: 3187


Morgana pretty much summed up everything so I'll just throw out a few random thoughts I had on this level. Anticipation around every corner. (There were however a few slow moments.) Definitely liked the look of your aliens, and the boss was totally gnarly. Towards the end though, we fell through a small opening and got a glimpse of some dark matter. Had to pop/kill to get to scoreboard. Overall, good fun even with multiplayers.2009-11-05 19:04:00

Author:
SHENOA77
Posts: 184


Morgana pretty much summed up everything so I'll just throw out a few random thoughts I had on this level. Anticipation around every corner. (There were however a few slow moments.) Definitely liked the look of your aliens, and the boss was totally gnarly. Towards the end though, we fell through a small opening and got a glimpse of some dark matter. Had to pop/kill to get to scoreboard. Overall, good fun even with multiplayers.Thanks, glad you liked it! I'm concerned about the part where you fell through the level... I thought I had that pretty well nailed down. Where exactly did it happen? Was it just before the final boss fight, in front of the green MGS material?2009-11-05 21:10:00

Author:
Taffey
Posts: 3187


- boss battle looks epic but she's sort of a one trick boss and the timing is a little slow. Seemed like a ton of paint to take her out too. Not sure if there's a way to spice it up with such low thermo to play with but if you decide to tweak the level any more I'd try and give this a kick up.I reworked the boss fight and added in a "layer" before the paintinator section. If you get a chance to play it again, I'd like to know what you think.

I also edited down some of the slower dialog sequences elsewhere in the level to keep the action moving a bit more.
2009-11-05 21:13:00

Author:
Taffey
Posts: 3187


I'll check it out again 2009-11-05 21:22:00

Author:
Morgana25
Posts: 5983


Holy sh.... I go away for the weekend, come back two days later and I'm pushing 3000 plays already! That's almost as many plays as all of my other levels combined. Wow, just.. wow. Never expected that but I'm happy!!2009-11-09 07:07:00

Author:
Taffey
Posts: 3187


Apologies Taffey firstly, I played this level last week when you first released it, then hot heavily involved in my own creations and forgot to leave you feedback.

Secondly congrats on the plays.

I enjoyed the level loads, the APC section at the start was very well done, which is not suprising seeing as you created the massive amounts of transport avalible in the Hunt For Little Big October level (which is still one my favourite levels). The atmosphere was good, and there were some nice set pieces and mechanics as always. I loved the way hangar door opened in particular, and the motion sensor was a well used and implemented idea. The circuit puzzle was fantastic, really well designed and great to play and work out

I had two problems, one of which was the boss, but you've fixed that since, and there was a lack of detail in places, which I can also understand from a thermo point of view.

I also had the top score, but I hav'nt check to see whether I still hold that accolade for a couple of days.

Great level, 5* and hearted, and good to see a good creator back creating after a lengthly period of time away
2009-11-09 10:23:00

Author:
GruntosUK
Posts: 1754


This level is absolutely amazing, I loved it. The story was great, the scenery was awesome...and I loved how creepy it was once you get inside the building.

Great job with the enemies and the gameplay, it kept me interested the whole time. I really like the circuit puzzle and the little self-destruct countdown...it felt like a game in itself.

The only thing I didn't like so much was the boss battle. It was really amazing and everything but I had difficulty shooting her, one of the arms kept getting in my way...but then again I'm a giant spaz with the paint gun it might have just been me, haha. At any rate, the boss battle looked great, it just took a lot from me to defeat her.

Five stars.
2009-11-09 10:38:00

Author:
Pixietails
Posts: 6


hmm i remember playing this a few days ago with Morgana. anyway.. the level is awesome i love how you desing the aliens pweeetyy cool so yeah i had fun playing this lvl i give it 5 stars and hearted. 2009-11-09 11:09:00

Author:
Joey
Posts: 758


A ton of great things in this! And worth replaying just for the sackboy chestburster, had me laughing hard. : )

Enjoyed every second of it, the vibe and look was spot-on, the aliens looked great, the gameplay was varied and fun. I'll echo some of the comments on the boss, it could be a bit more dynamic.

My thoughts would be to play around with reducing the amount of hits she needs and keep the eggs going as an occasional hazard - you hit her head, the tail goes up, the eggs stop and you have a small window to zip in and shoot the chest. That might be one way of maintaining some danger. I ended up being able to stand in a single spot and just fire away till i'd worn her down. It's always a tough one getting the dynamics right on these fights though, especially as you're trying to keep it as accessible as possible.

Loved it regardless!
2009-11-09 12:01:00

Author:
julesyjules
Posts: 1156


My son and I played this yesterday, and we absolutely loved it. Being a big fan of the movies (Aliens is one of the best true sequels ever made), I really enjoyed your faithfulness to the source material. Great mechanics and dialog and excellent visual make this a real treat.

I had the same issues with both the intro/APC sequence (looked cool, but kinda long and repetitive), and the boss fight (same). I too was able to find a sweet spot underneath her and just fire away. But these points were not enough to keep us from...

:star::star::star::star::star: / hearted / tagged: Brilliant
2009-11-09 13:12:00

Author:
v0rtex
Posts: 1878


Thanks everyone for the plays and the feedback. I'm absolutely thrilled at the positive response this has received.




I had two problems, one of which was the boss, but you've fixed that since, and there was a lack of detail in places, which I can also understand from a thermo point of view.Despite the ready-to-blow thermo I was able to go through the level today and add a surprising amount of stickers and decorations throughout. I still need to do something visually with the scoreboard(s) but I haven't decided yet what exactly I want to do.




The only thing I didn't like so much was the boss battle. It was really amazing and everything but I had difficulty shooting her, one of the arms kept getting in my way...Yes, that arm tends to do that. I decided to use it to my advantage and incorporate it as an aspect of the fight, but there isn't much else I can do to get it out of the way unfortunately. With regards to the boss, I'm hearing a pretty even mix of too hard / not hard enough, so I may not do too much more adjusting. It might be a good idea however for me to slightly lower the number of paint hits required.




A ton of great things in this! And worth replaying just for the sackboy chestburster, had me laughing hard. : )Awesome - I was hoping someone else liked that part as much as me. That part always makes me chuckle in a sick, twisted kind of way.




My thoughts would be to play around with reducing the amount of hits she needs and keep the eggs going as an occasional hazard - you hit her head, the tail goes up, the eggs stop and you have a small window to zip in and shoot the chest. That might be one way of maintaining some danger. I ended up being able to stand in a single spot and just fire away till i'd worn her down. It's always a tough one getting the dynamics right on these fights though, especially as you're trying to keep it as accessible as possible.All excellent suggestions. I'll play around with some of those options and see how it goes. I've heard from a few people that they found the sweet spot, which is actually ok. If you're good enough to find the spot and stay in it, I figure you've earned it. Besides, I have messed with trying to get rid of it and it screws up the dynamics of the rest of the fight. *heavy sigh* And yes, you're absolutely right about boss fights: I am discovering that they are very tough to get exactly right, way tougher than I imagined.




My son and I played this yesterday, and we absolutely loved it. Being a big fan of the movies (Aliens is one of the best true sequels ever made), I really enjoyed your faithfulness to the source material. Great mechanics and dialog and excellent visual make this a real treat.My original-original-original version of the level (even before the one Morgana played) had a huge amount of dialog, all lifted straight from the movie. It just dragged on for too long though, even for fans of the film. It hurt cutting out things like "Want me to fetch your slippers for you?" and "Knock it off Hudson!", but it had to be done.
2009-11-09 20:31:00

Author:
Taffey
Posts: 3187


Well, you've already read my awesome comment on the level, but it's time for, *shudders*, feedback! *scary music plays*.

My main concern out of everything is something you probably wouldn't be able to do because of the thermo, but I'll throw it out there. It really annoys me that you mixed cutouts and army figures... If you could, I really think you should at least try and see where it gets you. Copied objects use less thermo, and no army men would definitely reduce thermo. Worth a shot?

The queen's head really annoys me. lol. It's not that smooth...

Like many people have said, I agree that the boss is very time-consuming and frustrating. I'm not even sure if I did it right... I gave up on standing on the tail because I kept dying, so I just stood on the ground. After I got enough shots on the stomach part, she exploded. Do you even need to shoot the head to kill it?

I liked the one chestburster scene, in fact I LOVED it, but why is there only one cocoon? I think it would really add to the atmoshpere if you added more cocooned sackboys. Maybe with blood on their chests?

The APC and Dropship are green in the movie...

I'll think of more things soon. I take feedback very seriously lol. Now for good things...

APC and dropship were wonderful, and the total realsim to the movie blew me away.

You also managed to make a spectacular lbp environment while still retaining a great lbp feel, like the commando barks on the dropship.

Scorpions for headsuckers was utter, unadulterated genius. lol.

The fuse puzzle was unbelievably perfect and innovative. Loved it.

Even the level name and badge are awesome lol.

5 Stars and a heart.


Being the movie nut I am, I again say you're awesome for getting every detail in the movie right. The scene from the part where there were aliens in the cieling especially, and the queen's second appearance too.

Not too long ago there was another alien level on cool pages. Maybe you remember it? You should have read my comment, how disgusted I was, lol. Unlike your level, whoever made that level had no idea what the movie alien was about, and he obviously seeemed to mix up alien and aliens. Your level is much better...
2009-11-11 17:44:00

Author:
Incinerator22
Posts: 3251


That's the kind of feedback I love to see! I love your attention to detail - sounds like you're as picky as I am. I appreciate your time and suggestions. I saw your comment on my level and was going to send you a PSN message, but then I saw LBPC signs in your levels and remembered you're from here. Doh, I forgot!




It really annoys me that you mixed cutouts and army figures... If you could, I really think you should at least try and see where it gets you. Copied objects use less thermo, and no army men would definitely reduce thermo. Worth a shot?I really didn't want to use any cutouts at all, but I couldn't figure out how to do the chest burster scene. I then settled on the compromise that the colonists would be sackpeople and left it at that. I don't think anybody else has really noticed that - good eye.





The queen's head really annoys me. lol. It's not that smooth...I'll have to have a closer look at that. I'll see if I can smooth it out with the corner editor, but anytime anytime I touch it now it all the creature brains pop. *heavy sigh*





Like many people have said, I agree that the boss is very time-consuming and frustrating. I'm not even sure if I did it right... I gave up on standing on the tail because I kept dying, so I just stood on the ground. After I got enough shots on the stomach part, she exploded. Do you even need to shoot the head to kill it?There are intentionally many ways to kill the boss, so there is no wrong approach. Hitting the head only lowers the tail, which gives you clean shots to the main paint switch. You can either stand on the tail, stand on the ground, or try to find the sweet spot. You can try to shoot the head or just time dodging the plasma balls. Is it really that difficult/frustrating? A lot of the comments and PSN messages say it was too easy... but some say the opposite as well. I'm kind of stuck on what else to adjust, or if I should just make it a much easier fight overall.





I liked the one chestburster scene, in fact I LOVED it, but why is there only one cocoon? I think it would really add to the atmoshpere if you added more cocooned sackboys. Maybe with blood on their chests?Originally I was limited to one cocooned colonist because of thermo limits, but I have deleted a dozen or so speech bubbles and switches since then so perhaps I should try again. Great suggestion.





The APC and Dropship are green in the movie...lol Well heck, I guess they are, aren't they? You are the resident tank guru afterall, so it definitely doesn't surprise me that you'd pick up on that.





Not too long ago there was another alien level on cool pages. Maybe you remember it? You should have read my comment, how disgusted I was, lol. Unlike your level, whoever made that level had no idea what the movie alien was about, and he obviously seeemed to mix up alien and aliens. Your level is much better...I think I remember that level - I recall that the APC looked a little goofy. I'm interested to play it again just for grins. Do you remember who the creator is?


Thanks again for the great, constructive feedback. Thanks to all of you I've made many adjustments to the level and it has had unbelievable success. As I type this reply I see that this level just hit 10,000 plays. Ten. Thousand. *head explodes* I couldn't have done it without you all, and I mean that. I hope everyone that plays it sees the big fat LBPC sign I put in the beginning.
2009-11-11 20:30:00

Author:
Taffey
Posts: 3187


lol, thanks. Residential tank guru too, I like that

I figured out the queen finally, lol, and now that I know how to do it I beat it in about a minute and amost aced it. I have an idea though... When you first shoot the head and the tail flops down maybe create a text bubble pointing to its stomach saying "She's stunned, now to attack!", and when the tail raises up after your first stun it can say "I need to keep stunning her!". Something like that?
2009-11-11 23:36:00

Author:
Incinerator22
Posts: 3251


Ah, that's the ticket. Ok, made some more subtle changes to the boss fight and basically re-sequenced the hint cameras. After you set off the explosive and hop on the newly-lowered 2nd platform, you will get a close-up of the head paint switch via hint camera #1; belly is still invulnerable at this point. The eggs stop and you are free to lob paint at the head without danger until the tail flops. Then, belly becomes vulnerable and hint camera #2 shows you that paint switch. A few seconds after the camera shuts off, the plasma balls start coming.

This seems much more logical to me and should help people figure out the fight a bit quicker. It's definitely not that hard of a fight so the difficulty must be with people not understanding what to do. Hopefully this helps!
2009-11-12 01:37:00

Author:
Taffey
Posts: 3187


I'll check yours out if you check mine? Deal? Where Poppies Blow is mine.2009-11-12 03:13:00

Author:
Haleys_Papa
Posts: 171


Deal.

I'm off to play your level now and post my feedback.
2009-11-12 06:25:00

Author:
Taffey
Posts: 3187


Ok, I didn't want to bump / double post, but I have yet again made some major changes to the boss fight. This is version 6 or 7 now I think.

I was over at a friend's house yesterday, and I had him give my level a play to see what he thought. He's an LBP veteran but hadn't seen my level yet - it's always nice to watch someone in person experience your work for the first time. Everything went well, but it was painfully clear that my boss fight was both frustrating and annoyingly difficult, mostly because it just wasn't always clear what to do. That is not the kind of level I want to publish, so I took a lot of notes and went home do redo the whole thing. Again.

The fight is now much more linear, and there are no obscure and tricky things to figure out (e.g., shoot the head to lower the tail to reveal the weak spot). The fight should be much more enjoyable now and, more importantly, it should be clear at any given stage exactly what needs to be done next. There's still challenge to the fight, but it is far easier than it was before and should be much more widely accessible (i.e., less hardcore).

If any of you who have already played this are willing to give this another go, your thoughts on my changes would be most appreciated.
2009-11-15 19:13:00

Author:
Taffey
Posts: 3187


I just got done playing this with your latest changes and had no difficulty whatsoever. In fact, I had a real blast with this level. I love your "trademark" sections where you're suddenly solving an interesting puzzle, and the end boss fight was interesting.

When the soldiers started shouting that they were all around us, I thought you had some hidden thing in the room so I started shooting around wildly . Turned out to not be true, but the effect was great.

5 stars and hearted!
2009-11-15 19:57:00

Author:
CCubbage
Posts: 4430


Excellent, glad you had a good time. I'm especially relieved to hear the boss fight went smoothly. Thanks!

On a side note, I have recently become re-addicted to your Splat Invaders saga. Cant... stop.... playing.... them....
2009-11-15 20:44:00

Author:
Taffey
Posts: 3187


I saw it on the cool levels and gave it a try, man you did a pretty awesome job, I liked those black creepy creatures, his mother with the eggs, swiging on the tentacles and seeing those baby creatures in the incubators or something like that xD, that minigame of the connecting cable was cool too and I loved the design of the ship and the tank.
Conclusion: I loved playing this level and I want a sequel.
2009-11-15 21:02:00

Author:
NeoN
Posts: 4


Thanks for the play and the feedback! A sequel has definitely crossed my mind... although the problem is that I didn't really like Alien 3 that much. I could however, make a prequel. Hmmmmmmmmm..........

Oh, and look at the banner on the bottom of the page:
http://shawnandtom.com/LBP/lbpaliens.JPG
Now that's what I call targeted advertising.
2009-11-15 21:56:00

Author:
Taffey
Posts: 3187


Just finished playing this level! I'm very impressed!

+The intro section was great! The tank worked perfectly and the obstacles were nice.
+The level was very good homage to Aliens. Even though I never properly watched the movies I understood the references. =)
+The suspenseful section was nice. The "drop" made me jump a bit!
+The maze like ventilation section was nice.
+The fuse puzzle was FANTASTIC!
+The escape and the boss were nice!

-The boos though was a little hard. Not difficulty wise. It's because at the end when you have to hit the body. Every time either the hand/tail would block the way or the plasma would be firing. Rarely did you get the chance to hit. But it was still completable. Maybe shorten the lifespan of the body by a bit?

All in all I really enjoyed this level and hope to see more!

:star::star::star::star:/ BOSS/ Hearted!

F4F: Can you please give feedback on my level SIREN: The Lost World [Episode 3- Holes] (https://lbpcentral.lbp-hub.com/index.php?t=t=18012)?
Thanks in advance and hope you enjoi!
2009-11-16 02:03:00

Author:
Noroibito
Posts: 211


Thanks Noroibito! I'll play your level and leave feedback pronto.


Even though I never properly watched the movies I understood the references. =)Ah! Well you definitely should watch the movies, you won't be disappointed. The original Alien still freaks me out and makes the hair on my neck stand up. Aliens is stunningly awesome for its sci-fi-ness, action, excellent quotes, and creepy monster goodness - it's easily in my top 5 favorite movies of all time.
2009-11-16 02:17:00

Author:
Taffey
Posts: 3187


Haha. I'll be sure to check them out sometime.2009-11-16 02:30:00

Author:
Noroibito
Posts: 211


I really enjoyed the level before so I'm sure I will play it with the new changes! I'll leave feedback sometime this week!

If you want, you can check out my level A Sleeping Haze. Thanks in advance!
2009-11-16 02:35:00

Author:
iGotFancyPants
Posts: 1355


Thanks 'pants - I'm off to play your level right now. 2009-11-16 18:02:00

Author:
Taffey
Posts: 3187


That's one awesome level The beginning was cool, nicely introduces you into the level with brilliant vehicles, nice to see interactive cars rather then holding R1 all the way there.

I loved the torn platforms and bullet holes, just adds to the already amazing surroundings. My favorite part was hooking up the circuit bored, quite original and a fun puzzle. Also I liked the end boss part. Shoot!, shoot!, dodge, dodge! happy days! nothing to annoying, over the top or out stays its welcome.

Soo... yeah! if you couldn't tell I had a blast with this level! :star::star::star::star::star: and hearted. Keep up the awesomeness.
2009-11-17 17:39:00

Author:
LordMagicPants
Posts: 187


Having played this through, it almost goes without saying the standard of care and attention to detail here is head and shoulders above many others of similar themes. The pace is varied and never repetetive, all the movie cliches are crammed in (saving the need for part 1, 2, 3 etc) and the art and direction is very tasty.

I have only a very minor niggle (and perhaps you intended it to be this way), but I'd have preferred a double life chkpnt at the end instead of an infinite one. While it may take the average player a couple of replays to defeat the Alien Queen, the incentive would be great knowing you're a few paces from the score table.
The siren blaring out the last life warning could separate the Ripleys from the Bishops, adding intensity and an "Oh Ye this is a game I gotta work for" factor. Death would be ironic and I'd be hitting replay until I make the b#tch pay. But hey that's just me. I think even young uns would still rate well having got so far as there's much fun en route.

All in all it's a no brainer, 5 stars and hearted - I'll be visiting your other levels
2009-11-21 11:06:00

Author:
Tanuki75
Posts: 172


Thanks for the great feedback! Oops, I just realized I haven't replied to LordMagicPants yet. :blush:


That's one awesome level The beginning was cool, nicely introduces you into the level with brilliant vehicles, nice to see interactive cars rather then holding R1 all the way there.

I loved the torn platforms and bullet holes, just adds to the already amazing surroundings. My favorite part was hooking up the circuit bored, quite original and a fun puzzle. Also I liked the end boss part. Shoot!, shoot!, dodge, dodge! happy days! nothing to annoying, over the top or out stays its welcome.

Soo... yeah! if you couldn't tell I had a blast with this level! :star::star::star::star::star: and hearted. Keep up the awesomeness.Good stuff. It sounds like my boss fight might finally be enjoyable for a change - I'm relieved! I'm very happy to hear you liked it, and I hope to be continuing the awesomeness soon.





Having played this through, it almost goes without saying the standard of care and attention to detail here is head and shoulders above many others of similar themes. The pace is varied and never repetetive, all the movie cliches are crammed in (saving the need for part 1, 2, 3 etc) and the art and direction is very tasty.One of the main reasons it took me so long to finish this level is because I just didn't want to publish it without being able to tell the complete story in a single level. I never had any intention of doing a sequel, although now I do have some thoughts on a follow-up level. I've made a few set pieces and like the direction it's headed. However, I digress.



I have only a very minor niggle (and perhaps you intended it to be this way), but I'd have preferred a double life chkpnt at the end instead of an infinite one. While it may take the average player a couple of replays to defeat the Alien Queen, the incentive would be great knowing you're a few paces from the score table.
The siren blaring out the last life warning could separate the Ripleys from the Bishops, adding intensity and an "Oh Ye this is a game I gotta work for" factor. Death would be ironic and I'd be hitting replay until I make the b#tch pay. But hey that's just me. I think even young uns would still rate well having got so far as there's much fun en route.That's an interesting suggestion, and honestly one I never even considered. And that's why we F4F! Running low on lives certainly would add to the tension, and would make winning the fight that much more satisfying. Until this point, however, I think if I had a limited life checkpoint a lot of people would have never finished... and wouldn't have restarted either. Perhaps I could publish a "hard version" of the level in include this as one of the changes. Do you think there'd be any demand for that?



All in all it's a no brainer, 5 stars and hearted - I'll be visiting your other levels Thanks again to both you and LordMagicPants for taking the time to play my level and write up your thoughts here. You guys are awesome!
2009-11-21 17:01:00

Author:
Taffey
Posts: 3187


First off, I'd like to say I gave some lengthy feedback on this level but I can't see it here so maybe I accidentally sent it to you as private message (let me know please if you found anything from me, I'm just getting the hang of this forum malarkey so damit it could be anywhere)

Anyhoo in case you didnt find it I'll just briefly say it's a big thumbs up with myself and all the gadders I've played it with, even my brother who's usually allergic to platform games. I hope you enjoyed spending the nine months it took to make this gem, I can see it's brought much joy to the community. I wish there was a thread for nominating best genres because along with the old famous SPIRITED AWAY level, OFFWORLD COLONY is the best film based level I've played.
2009-11-27 10:22:00

Author:
Tanuki75
Posts: 172


second off I just found the feedback I originally gave you in response to your feedback for my level, it just didnt appear to me for some reason on this thread. So thats why I gave more feedback when I'd given feedback already I just didnt realise it. Thanks for the feedback on my feedback (hey try any of my levels if you want to continue laughing at my retardation)

So you're considering publishing a hard mode for OFFWORLD COLONY? I think that would be like spreading the butter too thinly. If thermo space allows, you could add a Hard Mode switch at the start (when you dismount from the vehicle) which could simply break the brain attatched to the infinte checkpoint (destroying it) and in its' place, emit (or dissolve-drop) a limited checkpoint along with a few score bubbles so that the existing score balance isn't compromised and there's a few extra points for the brave.

Is this stuff already obvious to you? I don't want to be telling you how to suck eggs. I used 2 distinctly different difficulty settings along with this kind of checkpoint jiggery pokery in my Wrath Of The Sack God level - which used to have 2 publications devoted to hard and easy modes. It's no where near as brilliant as Offworld Colony, but I'd sure appreciate your feedback on it, even if it's a sentence - I've no expectations of a lengthy waffle like I seem to have gone on. Anyhoo,

f4f: WRATH OF THE SACK GOD (KITE SURVIVOR!)
2009-11-27 11:08:00

Author:
Tanuki75
Posts: 172


This is my favourite level. The technicality blended with the bold storyline always gets a win from me 2009-11-30 23:00:00

Author:
TehUberZac
Posts: 587


Is this stuff already obvious to you? I don't want to be telling you how to suck eggs. I used 2 distinctly different difficulty settings along with this kind of checkpoint jiggery pokery in my Wrath Of The Sack God level - which used to have 2 publications devoted to hard and easy modes. It's no where near as brilliant as Offworld Colony, but I'd sure appreciate your feedback on it, even if it's a sentence - I've no expectations of a lengthy waffle like I seem to have gone on.Hahaha, don't worry, I don't get the impression you're trying to tell me how to suck eggs. lol I appreciate your well thought-out feedback, and I think you have some great suggestions in there. I still haven't decided yet if I'm going for trying to publish a hard mode level - it seems like it may be more trouble than it's worth.

In any case, sorry it took me so long to reply to this and F4F your Sack God level. I'm off to take care of that now and leave you feedback on your level showcase thread.




This is my favourite level. The technicality blended with the bold storyline always gets a win from me Good stuff man, I'll take that as a big thumbs up. And sorry I haven't been available to play online with you yet - I'm workin on it!
2009-12-06 18:40:00

Author:
Taffey
Posts: 3187


Is it coming for psp? I got it on ps3 but i prefer the psp version!2010-03-09 08:08:00

Author:
trianglepigsquar
Posts: 144


You know, that's not a bad idea. I never really thought about porting this over to the PSP... I'll give some thought to it and play around with ideas a bit.

My current plans are to get through at least Star Bores Episode VI before deciding what I want to do next. I'll probably want to do Episodes I to III as well, but Offworld Colony PSP would be nice diversion.

Thanks for the suggestion!
2010-03-09 17:31:00

Author:
Taffey
Posts: 3187


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