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Cave Escape -- SPOTLIGHTED --

Archive: 27 posts


Cave EscapeMiglioshin
http://www.lbpcentral.com/forums/picture.php?albumid=925&pictureid=8353Sackboy has discovered a secret cavet to explore, when suddenly...
all
This is my newest project, the aim is very simple: you have to find a way to exit from the same way you entered.

To not spoil very much I can say that there are several platforming challenges and some interesting contraptions I made.

I will return feedback for a week from now on, but remember to clearly ask for what level you want me to feedback in the post, not in the signature plz.

Some other (old) pics, now the level has a background:

http://www.lbpcentral.com/forums/picture.php?albumid=925&pictureid=8360

http://www.lbpcentral.com/forums/picture.php?albumid=925&pictureid=8136

http://www.lbpcentral.com/forums/picture.php?albumid=925&pictureid=8135

http://www.lbpcentral.com/forums/picture.php?albumid=925&pictureid=8133

For anyone interested I uploaded a concept album for this level
SPOILERS AHEAD!! (http://www.lbpcentral.com/forums/album.php?albumid=925)
2009-11-10 12:42:00

Author:
Miglioshin
Posts: 336


Oooooooohhhh! Can't wait til I get off work! Looks like some great stuff!2009-11-10 13:37:00

Author:
CCubbage
Posts: 4430


I hope it!
It started 1 star rated tagged 'crap' and 'weird'.

I feel misunderstood...
?__?
2009-11-10 14:17:00

Author:
Miglioshin
Posts: 336


cool i am going to play this tonight. Sounds like an interesting concept so i look forward to it, and from playing your other levels i have a feeling its going to be good.

if it got a bad tag right off you may want to restart it since a lot of people just press the rate button really fast and solidify the last rating. But i know your levels are good and the rating will get pushed up. yet still if it got a bad start, it not really worth the uphil battle of the ratings. And having the Crap tag up front when people scroll over it will garuente it to get plays at a slower rate until that tag is over written by something else. So if you just published it an hour ago i would defeintely delete it and start again. It really sucks when you get a few jerks as the first players
2009-11-10 14:29:00

Author:
deboerdave
Posts: 384


Rule #1.... never ever ever EVER publish a level without a bit of rating support. I've verified 100% that there are people out there that low rate JUST to cause problems on initially published levels. I'm not even sure most of them play it. I usually go to some PSN friends as tell them when I'm going to publish, so I can get a bit of help.2009-11-10 15:06:00

Author:
CCubbage
Posts: 4430


I tested this level with M'shin, and it's absolutely brilliant and well executed.
Everything works well and the level has a good pace.
And it's completely Miglioshin style.
Try it cause it's great.
2009-11-10 16:10:00

Author:
OmegaSlayer
Posts: 5112


Going to try it in some minutes 2009-11-10 16:37:00

Author:
Dante95
Posts: 504


In my opinion, a complete compilation of Miglioshin's previous levels namely: 7th Idol, Legend of a Hero, and Platforms Madness all rolled into one. The level flows very much like 7th Idol. Smooth, with each portion consistently and necessarily dependent on the next. Visually, you'll notice remnants from Legend of a Hero just from the (sillhouette) backdrop, slowly and surely becoming Miglio's trademark. And finally, the platforming design of Platforms Madness makes it's mark in this level's unique challenges and gameplay.

Pros:

- Variety of challenges
- Smooth flow
- Strategically placed combos (for high scorers)
- Visually set in minimalist style encourages more focus on gameplay
- Each portion has its own specifc themed music
-"Energy-charged" delayed springboard
- Not easy

Cons:

- Pay attention to the camera cut-scenes. I lost track of some and lost my way in some parts and had to backtrack.

5 stars! Many many hearts. Excellent job, Miglio. Your hard work and efforts have apparently paid-off. Bravo!
2009-11-10 20:25:00

Author:
SHENOA77
Posts: 184


And many many many thanks Shenoa.

I'm sorry you lost track of some cutscenes; I know a lot of players, speaking in general, bash the circle button instead of take their time and read/watch, but I didn't come up with any other thing that leads the way through in a more polished way, since I wanted only to insert mouth saying '' !! '' for an event or '' ?? '' for a puzzle...

But I replaced question marks to make it easier and decided to add '' minimalist'' suggestions.

I also introduced my Energy Charged Delayed Springboard (ECDS by ShinTec aka MiglioSHIN TEChnology... lolz) with the line '' stand on top and wait '' because it was not very clear what was going to happen after that energy charge sound...

Again, so many thanks for the spare time of yours spent in my level.
2009-11-10 20:42:00

Author:
Miglioshin
Posts: 336


Great idea it appears to be! But for some reason the album is not showing up, it says it is invalid. Anyway I am going to play this!2009-11-10 21:05:00

Author:
piggabling
Posts: 2979


Great idea it appears to be! But for some reason the album is not showing up, it says it is invalid. Anyway I am going to play this!

For me the link works perfectly... O_o
Try to visit my profile page and access the album from there...
2009-11-10 21:12:00

Author:
Miglioshin
Posts: 336


Hey man, I took her for a spin this afternoon, and managed to find myself stuck at one point. Everything was going fine, and I was having a blast exploring your beautiful level until I got to the green area. There was a cross-roads to either go up or down... I chose down. After heading down to this area, I activated a checkpoint and found that I couldn't go anywhere. There was a wall of spikes directly to the right, and I couldn't get back up to where I assume there was a switch.

It was a shame, really, since the level's length deterred me from starting over at that point. I will give it another go, but probably not tonight. You may want to look into that area.
2009-11-11 01:03:00

Author:
comphermc
Posts: 5338


Wow.... fantastic! This level was masterfully built. Every section was well-thought-out.

One thing I would suggest with a level like this in the future, however, is to use a lock level with a combination and get a few more keys out for testing so you can get a few more people involved in the testing process. There's SO many little things a player can do and appear stuck.

The first time I played I ended up getting stuck. Here's what I did:

On the part where there is a sign "wait for the light to turn red" or something like that - I had got into a habit of running and leaping into the tongue-things and pulling them down - so that by the time I read the message I had already pulled it. And since I had not connected the fact that the red light had to do with the position of the moving platform, I didn't know I had made a mistake.

So, I floundered around that area for a while until I determined I couldn't do anything there and continued.

I went back down.... and not knowing I had further work to do in that area decided it was a puzzle to get past the cart with the burning door blocking the way. So, I grabbed the turning floor and dropped down onto the platform below the burning door after the cart had gone to the left.... then I jumped into the cart as it moved to the right - thus unknowingly getting past the burning door when I don't think I was supposed to.

The next issue I had was in the room with the floating ghosts, the platforms with the point bubbles, and the 2 tongue-dudes on the left and right. I pulled the tongue on the left side of the room and the cutscene showed the floor on the left going up.... but I think it went back down somehow after I let go of the tongue because when I went to the left it was down again. This through me off because I didn't know there was anywhere else to go and I wandered around until I had to quit to have dinner.

I came back to the level a bit later and started over and then had no issue going through those areas.

I got down to the 3-ghost-boss room and figured out what I had to do... I pulled the switch to turn on the light to kill the ghosts. But I didn't really know I was doing damage so I was a bit confused. Still, I persevered and kept trying it until eventually I killed it.

Suggestions:

1. The part with the floating platforms where you have to pull the switch to start the platform moving - if the player pulls the switch off time does it permenantly prevent them from finishing the area? If so, I would maybe time the platforms differently so pulling the switch at the right time is not the puzzle. I couldn't get the switch to turn off after it turns on to reset.

2. Maybe some visual indicator as to how much damage has been done on the final boss so the player knows they are doing damage?

3. I'm not sure what those messages are about at the beginning of the game, but they are a bit odd. Is there no way to solve the issues these messages are aluding to?

However, I TOTALLY love this game and gave it 5 stars and a heart. It was well worth 2 play-throughs.
2009-11-11 01:30:00

Author:
CCubbage
Posts: 4430


Its a great level, I've really enjoyed what I've seen of it, but I've not been able to finish it yet. It looks beautiful, and platforming in silhouette isn't the easiest of things to pull off, the design has gotta be clear and simple, so you did a great job there. And there were some nice challenging gameplay touches, glad you didn't go too easy with those. It reminds me a little of Lost Ages by Deft Mute, its a very engrossing platformer with a chilled out vibe. Fun to get lost in, literally in my case.

I played it twice, and the second time I must have missed a switch pull somewhere because I'm at a dead end at the top of the lift, with the fire floor over to the left and seemingly no way to get across. I'll replay at some point because right now i just can't find the switch I've missed.

A couple of thoughts - On the first play through, where the text reads 'When the light's on' - i didn't put two and two together and realise what it meant, so I pulled the lever at the wrong time and got stuck. I'd clarify that text message a little more clearly, as far as i can tell, it's a level breaker if you don't understand what it means. (Edit - I see Cubbage had already come a cropper here, sorry for the repeat.)

Secondly, I'd bung in a spawn point in the lift, just for safety's sake. Again, if something goes wrong there, you're stuck.

Oh, and the elastic thing you have to throw. Great little idea, but i did notice it had fallen back out again a couple of minutes after i had thrown it up. I don't know if that affects anything, just a heads up!

None of these would be much of an issue if the level was short and sweet, as replaying wouldn't be a big deal, but this is an epic and long level, i was in there for half hour and still haven't seen a glimpse of the scoreboard, lol.
2009-11-11 01:38:00

Author:
julesyjules
Posts: 1156


FINISHED! And I felt very happy with having done so!

The elastic throw reset for me, also, but I got the impression that was intentional.

I recommend putting glowing symbols or numbers near each !!. That way, the player is more likely to remember where he needs to backtrack to.

The color change backgrounds is a nice touch, but the Magic Mouths don't "sync" with the color change. At first, i tried to return to areas with the same color as the place I had seen in the !! cutscene, until I figured this out.

A symbol near each obstacle would help with this, without requiring you to add more Magic Mouths.

I think the first "stand and wait" is perfect. it's also excellent to see the mechanic used as a trap...it killed me, then I laughed, because I deserved it.

This is what I like most about your levels. They're hard, but when I die, it is always MY fault.

I recommend using red or green VR metal in the scaffolding area, to show which planks of vertical scaffold CANNOT be jumped through.

I was also unclear on the boss area. Did he die because I finally did it right the last time, or because he had "hit points"?

Jumping UP from one mine cart to the next almost sent me back to the pod - it's the most difficult part of your level.
2009-11-11 03:02:00

Author:
coyote_blue
Posts: 422


Hi so i played this level twice the first time i played it the fire barrier blocking the cart over to second half of the level didnt move. So i just jumped out on to the ledge and let the cart by then jumped back in and immediately back out toget to the opposite side of the fire barrior and then back in when it came back to progress (hope that makes sense,). Anyways i played the level again and tried this immediately to see if i could skip the first half of the level and it worked. So i think you need to put something to block that so the player cant skip the first half of the level. If it is not clear let me know. As for the level it is really great and i enjoyed it.2009-11-11 03:49:00

Author:
deboerdave
Posts: 384


First of all thanks to all of you for providing such useful feedback.

So...



There was a cross-roads to either go up or down... I chose down. After heading down to this area, I activated a checkpoint and found that I couldn't go anywhere. There was a wall of spikes directly to the right, and I couldn't get back up to where I assume there was a switch.


Now I filled the down path with traps that will be deactivated with the same switch that activates the cart you need, also I stopped the lowest cart the same way.
I hope now it will be clearer that you have to stay up first...



It was a shame, really, since the level's length deterred me from starting over at that point. I will give it another go, but probably not tonight. You may want to look into that area.


And you neither reached the half... LOL



1. The part with the floating platforms where you have to pull the switch to start the platform moving - if the player pulls the switch off time does it permenantly prevent them from finishing the area? If so, I would maybe time the platforms differently so pulling the switch at the right time is not the puzzle. I couldn't get the switch to turn off after it turns on to reset.


Absolutely not.
If you pull the switch with the red light on, the platforms will sync whatever position the second has.
I changed the line with "Pull the switch when the red light is on...".
Though I can assume that is a little ankward to turn the switch off if you fail to time it right... but still possible.



2. Maybe some visual indicator as to how much damage has been done on the final boss so the player knows they are doing damage?


I fixed it up, now the two smaller ghosts are supposed to disappear with the first and second hit; still haven't tested but I will after posting this.



3. I'm not sure what those messages are about at the beginning of the game, but they are a bit odd. Is there no way to solve the issues these messages are aluding to?


No way I can solve lag problems.
The first cart has some of its parts made in dissolve so, if it receive severe hits by some players jumping in, the wheels may break...



I played it twice, and the second time I must have missed a switch pull somewhere because I'm at a dead end at the top of the lift, with the fire floor over to the left and seemingly no way to get across. I'll replay at some point because right now i just can't find the switch I've missed.


You missed the cog's cave after the ghosts zone; you opened two doors to the right of the elevator but you went up instead of going right.



Secondly, I'd bung in a spawn point in the lift, just for safety's sake. Again, if something goes wrong there, you're stuck.


Done.
A small resized c.p.



Oh, and the elastic thing you have to throw. Great little idea, but i did notice it had fallen back out again a couple of minutes after i had thrown it up. I don't know if that affects anything, just a heads up!


After you fall off the stairway there's a sensor that lower the rock where you thrown the device, this resets the platform.
Because if you wanted to return up the springboard may throw sackboy directly toward the platform, occasionally breaking the piston...



I recommend putting glowing symbols or numbers near each !!. That way, the player is more likely to remember where he needs to backtrack to.


I placed a glowing decoration (MGS target) under the key passages of the level, hoping players are more likely to remember...



I recommend using red or green VR metal in the scaffolding area, to show which planks of vertical scaffold CANNOT be jumped through.


Naaaaah...
I want it to be like a sort of maze...

I added floating score bubbles to lead the way to the second switch you have to pull before leaving the haunted place (once ''the floor'' went up pulling the first switch).



I was also unclear on the boss area. Did he die because I finally did it right the last time, or because he had "hit points"?


He has 3 hit points, one for each ghost.
As I said above I hope I fixed it.



Hi so i played this level twice the first time i played it the fire barrier blocking the cart over to second half of the level didnt move. So i just jumped out on to the ledge and let the cart by then jumped back in and immediately back out toget to the opposite side of the fire barrior and then back in when it came back to progress (hope that makes sense,). Anyways i played the level again and tried this immediately to see if i could skip the first half of the level and it worked. So i think you need to put something to block that so the player cant skip the first half of the level.


Turned the middle platform on fire as well.

Thank you guys for the spare time of yours spent in my level!
2009-11-11 10:01:00

Author:
Miglioshin
Posts: 336


Wow, awesome level. It had a great combination of puzzles and platforming and I loved the visual style. I especially liked the part with the lasers. The only complaint I have (this is really only a nitpick), is that the levers were hard to pull down all the way and I sometimes had to backtrack and pull them again because they didn't activate. Rated 5 stars and hearted it.

Please give me some feedback on my level, The Mysterious Planet. You can post it here (https://lbpcentral.lbp-hub.com/index.php?t=t=17888). Thanks.
2009-11-11 13:08:00

Author:
Camden1
Posts: 83


I was going to say something about the levers, too...namely, that I could switch them off just by running past them, which I was sometimes forced to do. A p-switch could freeze the platforms in the ON position, obviously...but to be honest, it wasn't that hard to go back and throw the switch again.2009-11-11 13:51:00

Author:
coyote_blue
Posts: 422


Ah, I finally got through it. Really epic level you've got here. It reminded me of your 7th Idol Survival level, except I wasn't crying in the fetal position in the corner...

I think it was mentioned above, but the only complaint I had was a jump from a platform to a cart right near the end. This was nerve-wracking to not screw up (which I did a few times). It'd be a shame for someone to die at this point, and leave the level with a sour taste in his or her mouth. That said, I didn't have any problems figuring out where to go, but I could see others having this problem. No complaints from me, specifically.

Anyways, 5 stars and heart. Thanks for sharing.
2009-11-12 01:14:00

Author:
comphermc
Posts: 5338


Ive only had time to play the opening, but it looks like a lot of work has gone into this one so i decided not to play it drunk. Hearted for later - Ill give this proper feedback shortly..2009-12-01 13:28:00

Author:
Tanuki75
Posts: 172


I just finished cave escape.. that must've taken at least an hour but it was time well spent. Several times I thought I seemed doomed forever and ran round in circles - but perseverance paid off and I finally made my way out into sweet air. This was a really pleasant level to look at, the obstacles seemed really well tweaked and it was a fine adventure. Don't be dismayed by the idiot comments, it's great to see that you haven't compromised your style for ratings. Top marks and heart.2009-12-07 20:50:00

Author:
Tanuki75
Posts: 172


Thank you for having spent you spare time in this long adventure, I'm glad you found the level to be entertaining.

When it comes to compromises (with people, in life except for job) I usually turn my back and leave, I'm that kind, they can love me or hate me...

The only compromise I accept is the one with the thermo (lol)!

I hope you enjoyed my level at least half of how I enjoyed outrun serie, it would be a good achievement for me.

Thank you again for playing and dropping by.
2009-12-08 10:00:00

Author:
Miglioshin
Posts: 336


I think it was mentioned above, but the only complaint I had was a jump from a platform to a cart right near the end. This was nerve-wracking to not screw up (which I did a few times). It'd be a shame for someone to die at this point, and leave the level with a sour taste in his or her mouth. That said, I didn't have any problems figuring out where to go, but I could see others having this problem. No complaints from me, specifically.


YES!!! Some people have that problem (blush) I blame my pad...it must surely be the pad...

I know this is a bit old now but I was just curious to see if this was here. This was the very first level I hearted and the first creator I hearted too. I was so impressed by the look and the size of this level. It provided me hours of gameplay. Literally. ^^ Sadly, I NEVER managed to finish it. I must have tried, oh I dunno... at least 12 times, but I always die trying to make it back to the beginning (which sucks after spending the last 40 minutes or so playing). I just can't seem to jump back into the cart st the end. I even thought that can't possibly be the right way because it's so hard to make it, but it seems that others have managed it no problem. Well, every few weeks or so I get back onto this level and have another go because when I finally do it, it will feel great. The best thing is, no matter how often I play, I NEVER get bored. It's still my favourite level (maybe joint favourite with Poms' 'Miracle of Life&apos. If I could give this 10 stars I would. My only wish would be for infinate life checkpoints, at least one at the end... but I know Miglioshin likes to keep his levels chalenging so of course, I'd never actually expect that. It's just such a looooooong way to travel to end up dead from crappy timing aaaaallll the time.
2010-06-13 16:20:00

Author:
Jembru
Posts: 16


Bump much?!?2010-06-13 16:57:00

Author:
Kern
Posts: 5078


Well, yes, it was a bump. I did write 'I know this is a bit old now', did you see that? I am new on the forum so wasn't around when this thread was started. This is relevant to me and my whole point of joining was to give good creators the praise they deserve, which I was doing. So what's your point? Just bored?2010-06-13 22:30:00

Author:
Jembru
Posts: 16


You coulda just posted it on his profile page, you don't have to be so aggressive towards me seen as this thread is almost 6 months old which means it is considered dead, I know I was stating the obvious but you don't have to be so snappy about it.2010-06-13 22:40:00

Author:
Kern
Posts: 5078


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