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Lifespan 2: Afterlife

Archive: 17 posts


Lifespan 2: AfterlifeKaiju_kid

The sequel to my most popular level ever, Lifespan. Part 1 took you from birth(literally) to death all in the span of one level. Part 2 picks up from...the afterlife. This in an indirect sequel as you play a different person, but there are cameos from characters of part 1. You are granted a pass to visit a loved one in Heaven,and meet all sorts of quirky angels,animals,souls and finally your departed friend.
all

http://i556.photobucket.com/albums/ss9/kaiju_kid/user597_pic5351_1257271522.jpg
http://i556.photobucket.com/albums/ss9/kaiju_kid/user597_pic5350_1257271522.jpg

http://i556.photobucket.com/albums/ss9/kaiju_kid/user597_pic5352_1257271522.jpg
http://i556.photobucket.com/albums/ss9/kaiju_kid/user597_pic5356_1257273222.jpg
2009-11-08 14:40:00

Author:
kaiju_kid
Posts: 329


I'll make sure to check it out, the first one was very touching.2009-11-08 14:50:00

Author:
TheFirstAvenger
Posts: 787


A decent sequel but with many platforming problems. It's generally frustrating to move through the entire level.2009-11-08 20:17:00

Author:
BasketSnake
Posts: 2391


Thanks for the feedback Snake. Wow, I dunno what to say to that. You're the first person to say that you had any problems navagating the level. What were you having problems with per say? I played it 2 player with a friend and we didn't have any issues, so I can't imagine anyone having a problem in 1 player. If you stop when the screen goes black, than yeah maybe. But I put a notice in the description to keep moving forward to avoid getting disoriented. Anyway, thanks for giving it a spin!2009-11-09 00:26:00

Author:
kaiju_kid
Posts: 329


i just played this lvl and hmm i like it i love the animal heaven so yeah the lvl was cute and sad too mhhm but cool a heart and 4 stars2009-11-09 02:59:00

Author:
Joey
Posts: 758


Played through this last night with a group of four and there's definitely an issue with lighting transtions. With four players all hitting the sensors at different times the lighting goes black then comes up and goes black several times making navigating the level a bit tricky.

That said I liked the level. It's a very sad story but it's told well. I gave it 4 stars. Thanks for sharing it!
2009-11-09 05:37:00

Author:
Morgana25
Posts: 5983


Thanks everyone. Yeah, it says 1 player recommended, 2 max, but hey, who am I too break up friendships lol. But yeah, I can see that causing problems. I one player best experience those who haven't tried it.2009-11-09 22:57:00

Author:
kaiju_kid
Posts: 329


I've played through Lifespan 1 and 2, and gave the Yokai template remix a spin. Let me put out front that I gave you an author heart on the strength of your ideas alone. I split the difference on the Lifespans, 5*/Hearting one and 4*ing the other.

That said, there were a few moments that took me out of your awesome stories and made me think practically about what the level required. I don't think you're doing anything that is game-breaking...I think it's more of a bipolar kind of thing.

F'rinstance. The war in Lifespan 1. I was right with you on the storytelling, gunfire, noodling about random violence (a pretty accurate depiction of contemporary war, I might add).

Then...the cannon. There's a pillar right in front of it. I'm left to guess which layer the cannon is on, until I get shot. Also, the falling rubble is a nice touch, but I would have liked to see where it's falling from and why. Don't mind a little surprise kill action, but those things are normally better when they're: "Dang! Why wasn't I watching that?"

The cloud race in LS2 is another example. I don't see the ONE lethal threat in the race until I'm right on it...which is generally as I'm dying.

Neither of these issues are sincere deal breakers, but they're especially jarring in a series like this. I expect to be messed with while I'm playing EXTREEM POO SURVIVAL BOMB CHEETAH 3...but while I'm busy being touched by sincere observations of life's frailties? Not so much.

As for the blackouts...TBH, I don't need 'em. You could have the same effect with camera tools that DON'T respond to players, or by simply gassing multiplayer stragglers when they backtrack. I'd get technical as to how I'd go about it, but with 11/20 levels published, I figure you know your way around the block. And by all means - if YOU need those blackouts to be where they are, leave 'em. In which case, I'd recommend stealing one of those gadgets Centurion makes to keep multiplayer parties from entering your level until a few people /kick themselves.

All right, this seems like I came here to beat you up, but not so. I love the voice you've brought to this game. I plan to give the rest of your oeuvre a go. Please hang around LBPC a while...you bring a lot to the table.
2009-11-10 02:33:00

Author:
coyote_blue
Posts: 422


Thanks coyote!
That was some of the longest and most insightful feedback I've gotten in a long while. My home forum is LBPForum.net, but everybody knows/likes me there, so feedback is generaly complimentary. Um, yeah I agree with you that I'm not the best obstacle builder, and a lot of times I will just fudge the difficulty because I'm not ingenious enough to think of a better set-up. The rubble you speak of in Lifespan 1 was exactly that. The boss was too easy to beat by just dodging left behind the pillar, so I thought I'd add that to discourage people fom hanging out there too long. Same thing with the lightning cloud. The race was super short because I was at my thermos end, so I had to ramp up the diffuculty for the race to have any kind of challenge. Only so much danger you can do with a cloud, lol. As for the light fades, I developed that because I think it's unfair to gas someone for the sake of a scene transition. They can never ace the level if they wanted to. Lastly, I'm glad you think I bring something to LBP, because I am trying. Many have told me these levels were the first on LBP that evoked an emotion out of them ,usually crying. And thats powerful stuff. It makes me happy as a creator. Thanks again!
2009-11-10 03:56:00

Author:
kaiju_kid
Posts: 329


With 11 levels in the can, and the talent you've already displayed, I can't imagine you have trophies left to win. Which means you're not here for the "paycheck".

Since you propped the door open, allow me to jam my foot in there: I suggest you do less, not more.

Your Lifespan levels should be EASY. On purpose. There, I said it. The Unfair Platformer meme, the 30 Jumps meme, and the (Random Bad Thing) Survival Challenge are all already VERY well represented.

What you are doing, on the extreme other hand, is not well represented at all. I haven't played anything that is as good as your levels...in the WAY that your levels are good.

Recommendations:

Remove cannon entirely. Replace with two things: more environment hazards (stuff blowing up/falling on characters), and a killing scene. Have a player trigger a Magic Mouth sequence by shooting an enemy. Ever watch someone die while only being vaguely aware of what he's babbling? Loneliest place in the world. And, I might add, right up the head-messing alley your series is all about.

Remove electrified cloud. You'll get one more complaint about how easy your levels are. To which I might reply, kindly: "Call the Waaah-mbulance! 99.5% of LBP is Poo Survival, and my level isn't. I am sorry I did not live down to your expectations." And I'm not even trying to be snobby about that, it's just a fact. There's nothing wrong with those genres, but if someone wants poo survival or platforming, they can get it. Almost ANYWHERE else.

Lastly, make a ruler. Turn on Big Grid. Make 3-fat block of DM, stand on it. Glue Camera right under your feet. Set Camera to Max Zoom Out, No Player Tracking. With corner editor, stretch block horizontally left, just until the camera starts to pan, then stop. Do the same for the vertical. Now, make the DM object into a thin-layer "T-square" lookin' thing, and capture it as an object. You now have a ruler that can tell you, ahead of time, the maximum amount of stuff that can be visible in 1-player, in one TV-screen's worth of space.

Next time you want to make a lethal race, you can set it so that dangerous stuff only appears in the MIDDLE of a single camera angle. Further, if you want to mark a section "blackout/scene transition", put a four-big-grids-wide divider between one scene and the next. That way, it doesn't matter that the player can see the transition. You're making it clear that the two scenes are separate, and you can use cameras to "force" the players' eyes where you want them.
2009-11-10 14:18:00

Author:
coyote_blue
Posts: 422


Again, very helpful! The only problem with both is that they're both at their thermo max, and I don't want to risk busting the level by screwing around with them. I will however, probably de-electrify the cloud if you think its really that unfair. However, if you replay the level, you will know to avoid the cloud next time, or I could add a widen the camera so you see it coming ahead of time. Slowly but surely, it's creeping it's way to page 1. Last I saw it was on page 4! But enough of me, even though I didn't do f4f, I believe in it. So I went and played part 1 of your series. I'm impressed! Some very original obstacles and good atmosphere. I was gonna dive into part 2, but a friend joined and was being a butt. I'll try them all soon2009-11-10 15:17:00

Author:
kaiju_kid
Posts: 329


Just so you know...if you get bored or are overwhelmed by suckage, just stop playing my stuff. I gave this level a shot because the idea was ingenious, and the pics looked good. No obligation to buy on your part.

The camera angle will fix the cloud issue. My recommendations are almost entirely based on a "set the mood" aesthetic.
2009-11-11 00:48:00

Author:
coyote_blue
Posts: 422


I liked your first level. Very very touching. I got so emotional I had the urge to call my parents. Nothing negative to say about this second installment other than a few lighting transition problems (as stated by some previous posts above). I played with 2 other friends and we found ourselves in the dark at some points because one would be on the opposite sides of the screen. Overall, great stuff. 5 stars.2009-11-12 02:42:00

Author:
SHENOA77
Posts: 184


Nice level but I liked first one more. The gameplay doesn't flow very well. Too much vertical climbing. Struggling against gravity feels like a chore. I got killed by a candle a couple of times when I was jumping up some stairs. Your strength as a level author is definitely in telling a story.2009-11-12 19:22:00

Author:
Kipmonlin
Posts: 251


Nice level but I liked first one more. The gameplay doesn't flow very well. Too much vertical climbing. Struggling against gravity feels like a chore. I got killed by a candle a couple of times when I was jumping up some stairs. Your strength as a level author is definitely in telling a story.

Well, I had to go vertical... as you're kinda ascending into Heaven, lol. But also I had planned since the begining that I wanted the level to end with you falling back to Earth and it would be a short uneventful trip if I only went a few stories high. I literally went almost to the top of the level. But thanks for the compliment. I admit that I design the level around the story and not the other way around. Levels with perfect gameplay are ones with no story, and therefore have no design restraints. But to me, they're so bland. I'm aiming for an experience with this series.
2009-11-13 02:29:00

Author:
kaiju_kid
Posts: 329


I absolutely love this level, however, I keep getting stuck in the underworld right after I have defeated all the souls that drop down. What am I supposed to do there? My boyfriend and I keep bouncing around but we can't get anywhere. I really want to know how the level continues. Thanks in advance
Makani

2009-11-14 00:24:00

Author:
makanivalur
Posts: 1


Hi! Um, I never thought I'd have to post a walk-thru, but here goes: When you get to Purgatory(hell/underworld/etc.), You pull the candlestand towards the wall and it collapses opening the stairwell. Some people think you have to do something with the floating spirit, but you don't. He's just there as a sign of the mean ones to come. After speaking to the Reaper, get the paintanator and walk to the left by the candle in the corner and begin shooting the ceiling. You'll be rudely interupted by some electified souls, but dispatch them and keep shooting the ceiling till it collapses and a makeshift stair well falls down. The trick is to keep your paintantor whilst still climbing up these stair-like rungs(hopping slowly works best). Once on the second floor, you'll dispatch more souls and come to a wall. Shoot that wall down with the gun and you come to a wheel. There's a switch with a skull printed on it inside the wheel well. You can only shoot it with the gun as it's too high to reach. Once it's shot the wheel turns allowing you to jump on it and ride it to the next floor where there will be the King Reapers pet waiting to flame you. Dispatch him with some shots to the head. From there, it's pretty self explanatory. Just make sure you hit the continue gate by King Reapers feet or else the next time you die you will reappear way down by the turning wheel and have to climb all the way back up. Hope this helps as the best part of the level is the meeting of your mother in a moving finally. - kaiju2009-11-14 18:22:00

Author:
kaiju_kid
Posts: 329


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