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Escape from the Blue Lab! [Spotlighted!]
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Escape from the Blue Lab!sny83 http://www.lbpcentral.com/forums/littlebiggallery/images/3676/medium/1_Blue_Lab_Photo__3.jpgHelp Sackboy find his way out of the laboratory in which he's held captive! Designed for 1 player only. Comments and criticism are much appreciated. all A few more screenshots: http://www.lbpcentral.com/forums/littlebiggallery/images/3676/medium/1_Blue_Lab_Photo__1.jpg http://www.lbpcentral.com/forums/littlebiggallery/images/3676/medium/1_Blue_Lab_Photo__2.jpg http://www.lbpcentral.com/forums/littlebiggallery/images/3676/medium/1_Blue_Lab_Photo__3.jpg http://www.lbpcentral.com/forums/littlebiggallery/images/3676/medium/1_Blue_Lab_Photo__4.jpg Author's notes: Well, here it is. I started this project more than 6 months ago, but completely lost any inspiration when I was about 75-80% done. I decided to take a break from LBP and hoped that one day I'd be tempted and inspired to finish this level. That day came with the announcement of the Leerdammer patch. I got right back into creating - I guess it's like riding a bicycle in this respect, once you got the hang of it, you can't really forget how to do it - and "thanks" to someone from whom I caught a nasty flu I had all the time in the world to work on it this week. Anyway, I applied the finishing touches on the level today and after sorting out a few nasty post-publish issues (why on EARTH is "entering" a censored word, Media Molecule? ), the level is now unlocked for everyone to play. I must've spent about 80-100 hours on the level from start to finish, and that's not counting any breaks. The level draws its inspiration from my favourite level in the game "Deus Ex", where you have to escape a secret underground lab in which you're aided by a mysterious AI. I wanted to recreate that pristine high-tech laboratory setting while incorporating a key system that I thought about upon playing GrantosUK's wonderful "From Siberia with Love" series. F4F notes: I'm more than happy to give feedback to anyone who provides one for this level. Don't be hesitant to point out the negative things you find about the level, that's exacty what I'm mostly interested in. In return I'll write up some feedback, both essay-style and pros vs. cons style for the level you specify a link to. It might take me a few days to respond to an F4F since the working hours can be longer in december due to the nature of the company I work at, but I will get back to everyone. | 2009-12-04 19:47:00 Author: sny Posts: 144 |
Hello! Just played your level... The level has a simple but very effective style and colour scheme which I'm a big fan of. Well done, really great! Exploring was fun, and finding those elusive keycards was a great combination of platforming, puzzles and was perfectly executed. Great music build up for every completed section, and a good reward mechanism each time. And I was very pleased how you changed the enemies after each stage. Loved some of your lighting, too! Very impressive. Criticisms? Well, I can't find much at all. There was quite a bit of going backwards and forwards which some players might find annoying (not me!), and others won't like the concept, but I think this level is very, very good indeed. Overall, this a slick, enjoyable level. Loved it! I rated 5 stars, hearted, and tagged with 'Brilliant'. Well done, and thank you. (PS - Don't worry about F4F for me - but you could try Hyper Sphere Pandemonium if you like ) | 2009-12-04 20:49:00 Author: MrsSpookyBuz Posts: 1492 |
Thanks, MrsSpookyBuz, for the kind words and the review, I'm really glad you liked the level. About Hyper Sphere Pandemonium, I've tried it and I'll post my thoughts on its respective thread soon. Cheers! Oh, I've also (hopefully) fixed two bugs in the level today, one with the elevator slowing down/getting stuck when 2 or more sackpersons were using it, and one where a magic mouth would activate while the player was behind the object it's referring to (thanks for the wonderful LogicPack advanced elevator tutorial level for the idea without which I wouldn't have been able to fix this one! ). | 2009-12-05 15:11:00 Author: sny Posts: 144 |
i really like the level =) the design is wonderfull and the gameplay is very good! p.s checkout my level Arizona sky the rainbow trail,and can you also write a feedback in my thread? I gave you 5 Stars | 2009-12-05 15:48:00 Author: Jiri Posts: 56 |
This looks very nice! I'll be sure to play this one. I love the high-tech levels, they really "catch" my interest! | 2009-12-05 16:40:00 Author: piggabling Posts: 2979 |
Just played it. It's quite good. I really how you paced the music throughout the level. It adds a nice bit of curiosity as to what's going to happen next. That works really well at the boss. The swinging portions were very good. Usually, I see a lot of larger grabs connecting to winches, or kinds of bolts. Those kinds of grabs are fine, but it's nice to see your idea for smaller grabs glued down, because differing mechanics are good. I also enjoyed the fact that this level felt fairly serious. This something I find quite hard to do (given the playful, cute nature of LittleBigPlanet). You've definitely overcome the overall meeker nature of creation goodies. Overall the level was excellent. The only thing I may suggest is slowing down how quickly the magic mouths at the intro go out of range. I had tried to read all of them, but one seemed to had gotten away on me. All and all, great work. Additionally, if you could try my level, Tasty Pinapple Elevator Survival Challenge (version 1), and leave some feedback in its thread, I'd much appreciate it. thanks. | 2009-12-05 17:41:00 Author: TheLawnStink Posts: 98 |
hey, just finished playing it... really good!!! loved the atmosphere of the place... very nice concept with the access cards the surveillance system was super cool!!! gave it 4* + <3 check out my level: https://lbpcentral.lbp-hub.com/index.php?t=t=19145 | 2009-12-06 03:39:00 Author: SavNeel Posts: 20 |
Ok , returning the F4F I just played it till the finish and I have to say it's a really well made level. It's not spectacular in the visuals department (always same blue white blocks and enemies and all a bit pale) but gameplay wise it's really good. I loved the bouncing platform that you needed to get higher and the boss was easy but fun. 4 stars ! | 2009-12-06 11:24:00 Author: nightwing Posts: 422 |
This level is rather great. People might say the level looked the same throughout but wasn't that the point? It's called 'Escape from the Blue Lab!' so expect a blue lab lol Now, having played the level, I have some tips. At the end of the last elevator, sackboy is jsut taken to another level in the facility and is surrounded with blocks. I would hardly call this a successful escape And the boss was pretty simple to kill although very cleverly thought out. Honestly this level was very fun. I gave it... :star::star::star::star: and a heart. Nice! | 2009-12-06 13:05:00 Author: iGotFancyPants Posts: 1355 |
Thanks guys, I didn't expect such a unanimously positive response... TheLawnStink & SavNeel: I've given my F4F in your level's thread, I hope it helps some in making them even better. iGotFancyPants: Thanks for that suggestion, I'll revamp the scoreboard area for sure, if the thermometer will let me. | 2009-12-06 19:24:00 Author: sny Posts: 144 |
I played this fun little level earlier today and had a blast. The lab setting was consistent and kinda pretty. The puzzles were fairly simply, which I think worked well for the level. The platforms that you had to jump back and forth on were kinda funny. The jump seemed really far on the way up. Not sure if I did it right, but I got through in the end. I loved how the enemies "transformed" to trick you. You got me the first time! The final boss was neat looking, but not too much of a challenge... perhaps you can move him up higher and make it to you have to "bounce" off unprotected creature brains to reach it. Just curious. Was the level maxed out? Oh, thermo issues mentioned above... teehee. With all the backtracking, it seemed shorter than what I'd expect to be. Oh well, it was fun regardless. I think I have the #2 score. 5 stars. As for F4F, I haven't made anything in many months (Logic Pack not included). I'll have something releasing soon, hopefully, so you can check that out then. Or not... not biggie. | 2009-12-07 03:17:00 Author: comphermc Posts: 5338 |
Thanks, comphermc! I really appreciate your feedback. The platforms that you had to jump back and forth on were kinda funny. The jump seemed really far on the way up. Not sure if I did it right, but I got through in the end. The idea was to make the player have to raise the bounce pad three times in order to progress, but during playtesting I found that if someone had quick enough reflexes to press jump at the same time as he touched the bounce pad, activating only one button to raise the pad would be enough to get through. Anywho, as long as you got through you did the right thing IMO. I loved how the enemies "transformed" to trick you. You got me the first time! Touch?! The final boss was neat looking, but not too much of a challenge... perhaps you can move him up higher and make it to you have to "bounce" off unprotected creature brains to reach it. Actually, what you described was exactly what the boss was like before I had some friends playtest the level... one of them just told me he'd keep farming the underlings for a high score, which was something I didn't want anyone to do (I wanted the end score of the level to be finite in order to promote skill and exploration over farming), and I couldn't think of a good solution to handle the boss with killable minions but a finite attainable score... so I introduced the invincible bots. Just curious. Was the level maxed out? Oh, thermo issues mentioned above... teehee. With all the backtracking, it seemed shorter than what I'd expect to be. To be honest, I'm not sure how close I am to maxing out the thermo because I've never ever done it before. :blush: I have three small measure bars worth of thermo space left, but I'm not sure I can fill those up entirely before I get the "overheating" message, hence my careful wording about whether I can make a spiffier scoreboard area. I could possibly reduce a small measure bar (or two) worth of thermo space by optimizing the logic I use (I didn't use any prefab logic, I created everything on the fly and only did a small amount of cloning... Plus, I used emitters in certain logic solutions when it wasn't actually necessary, but I didn't know that at that time - there was no Logic Pack around! ), but I think the majority of the heat in the level is due to the insane amount of huge stickers on the floors and walls. Oh, and send me a PM when you have a level ready that you want feedback for, I'll be happy to return the favour. | 2009-12-08 16:41:00 Author: sny Posts: 144 |
Hiya I really like the blue style - suits my sackboy perfectly! (see avatar) The use of chunky yet sloped blocks looks really nice and does make you feel you are in somewhere rather unusual. I didnt press O after the first magic mouth and the rest got queued up and I missed some of them. The bad guys look good...but the old walk towards you with a brain on its head has been done too many times. I found a secret area with 2 buttons that doesnt seem to do anything. If this needs 2 players perhaps it needs a sign... or I'm missing something! Still not a fan of the bad guys. This is like the 10th identical bad guy I've killed. I like the section with the #2 passcard. Its a fresh look to the old 'swing on these' sections. The fact that they are solid and you swing round them works well. the blue search lights look great and I'm a big fan of the 'dodge past the lights' gameplay. Just came across a different bad guy - I like the variation - I would like to see more. I thought the end boss looked great but was way to easy. I'm the first to admit im not a great player and I beat this guy without coming close to losing a life. Perhaps he could shoot down on you while you're trying to grab on to him. Or perhaps the grabbable bits could be raising and lowering to force you to time your jump. I really enjoyed my time in this level. It had a relaxed lonelyness to it. I liked the doubling back to previous locations and In fact I would have liked more 'extra doors' to visit with bonuses inside. I seem to be second on the scoreboard atm which is very exciting. I'd really like to play another of your levels as I think you have real talent - but perhaps with either more variety in bad guy - or more platformy puzzles - i think those are your strength. Please could you F4F the level in my sig please | 2009-12-08 18:41:00 Author: TheAdipose Posts: 533 |
Hey TheAdipose! Thanks for the lengthy review, I'll be sure to check out your level as soon as I have the time. For now I'll just respond to this bit: I found a secret area with 2 buttons that doesnt seem to do anything. If this needs 2 players perhaps it needs a sign... or I'm missing something! You're missing something. Try thinking outside the box! | 2009-12-08 18:55:00 Author: sny Posts: 144 |
Hey sny, sorry it took me so long to get to you I just played this level and rather enjoyed it. For some reason it felt a little short lived but that just may because you're backtracking through a common area, which in itself is a hard game mechanic to employ nicely, but you seem to have done a good job. It really had that espionage game feel with the keycards, it seemed to work really well. It also felt nice to backtrack to some of the doors you remember to get bonus points. The enemies were somewhat pushovers though. I kind of liked their design, thought they fit in well, but it was way too easy to just stand in the layer behind them and they'd walk right through you but sackboy would get the brain. (Somehow, brains and points don't care about layers). Another issue with layers, the first "3" door on the top floor, it's hard to get past it because of the angle of the floor and the fact the layer behind it is on top of it so you can't just hop through it. You can make it if you come at it running but it feels a little iffy. The challenges to get the keys were simple enough to know what you have to do but engaging enough to be entertaining, good ideas there. The boss was pretty awesome, no complaints there. Visually speaking, it was very clean which is good, but a little flat. If anything, it could do with some more contrast between wall and floor/stairs. When push comes to shove, 4 stars, hearted, good work can't wait to see what comes next | 2009-12-12 17:21:00 Author: Foofles Posts: 2278 |
Generally a very nice level, it is also having a pretty cool concept. Now, I have some cons and pros. I'll start with the pros/cons, then a more reviewing.. Review. Pros: Nice robots! Good think they change a little throughout the story, without changing completley. Good lenght. I didn't get bored, and the challenges where challenging, yet not irritating. Cons: The L2-Acces Card. How can someone possibly drop it up there? If there was a platform next to it, it'd make more sence. The background is very plain. Try adding some cracks to it, old paint etc.. There is a minor glitch with the layer detectors. It detects me inside the little house with the button. The Sentry Bot Boss was way to boring! You could have dividied the robot to 3 parts, so that the robot would actually do something else that just.. Be there. Note: I was supposed to escape from the blue lab right? In the end, I just ended up on another floor. If you edited this to being some grass, earth and flowers, with a hidden 'exit/entrance' thing, it'd be more fitting. - The level is generally good, and I like how you move around, go back to places where you already was, to advance, without it being repetive. All the challenges are very fun, and fit the theme. I kinda miss some destruction though, so everything is not so perfect. Some security cams could be great aswell! I could like some backstory - why am I in some cell, trapped? And who is the person helping me out? Getting some more interaction with the 'mysterious' man would also be great, so that he wouldn't be a one-time-interaction person, when he is a huge part of the story. Some jumps and timed sequences would also be nice. I find it a little bit boring, that I'm just running back and forth; with an exception of a place where I swing around on blue rods. My overall rating: 4 Stars! It's a nice level, but still have some lacks. ----- Level to F4F: SLAP! A fun PvP Challenge (https://lbpcentral.lbp-hub.com/index.php?t=t=19733) This level is about slapping other players off a platform. So I clearly suggest that you don't try to solo this, as it's a Player vs Player minigame. The more you bring, the more fun the level will be. Make sure that there is a minimal amount of lag though, as it will be ruining alot, if playing with lag. | 2009-12-13 20:49:00 Author: Risumm Posts: 77 |
Story: Enjoyed the intro, but what AI was helping you? All the rest of the AI in the level appeared hostile to me. After the mysterious AI opened my cage, unless I missed something, it just disappeared! Where did it go? Why did it help you in the first place? I'm a big advocate for pure platformers having minimal story, but it would have made the level feel more complete if the story was filled in through the level, not just at the beginning and end. Visuals: Color scheme was nice, but maybe a separation between the floor and the walls would have made it slightly more visually appealing. I found the small little blue and white blocks that were laying around simply tacky, but that's just me. You did capture the essence of a futuristic prison/lab very well though. You can tell you payed a lot of attention to detail with the boss as well. Gameplay: I didn't mind that the enemies were repetitive - the upward spikes on them can really give you that "oh God that was close" rush if you're trying to ace the level. I also really liked how they progressed, and spawned at different times during the level. It's great to refresh the areas that you're just backtracking through. The platforming was well done, in the same vein as the enemies. It was pretty simple but the transitions between jumps were placed perfectly, pushing you to make the perfect jump. The boss fight was well scripted, but I felt really cheesed by it. If it's that important that they keep you there, why did they put such weak security in charge of your containment? I was waiting for the end hoping there would be something a bit more challenging and epic. Score and Rank: 23, 370 and 1st. Rating: 5 Stars. Tag: Great. | 2009-12-19 01:05:00 Author: Lieufa Posts: 62 |
Just played this level myself and I have to say that it was solid! (no pun intended) I did feel at times that it was too easy. I felt that the level was not trying/attempting to stop me from getting to my goals. So not much conflict which I would like to see more of. However it's better than too much conflict where you feel like you have no chance. Storywise... I can see it turning into a series. All these questions rise up. 1. Why are you being kept in a lab? 2. What do they do at this lab? 3. Who is trying to save you? If you plan on answering these questions. I would like to see them answered in another level. As far as f4f. I just posted my level "Desert Junk" and you can get to that whenever you feel like it. No rush. And awesome level. | 2009-12-19 01:46:00 Author: eternal_renegade Posts: 35 |
Hi sny, I know I'm late but here's my feedback. Sleek, clean lines. Solid use of blue, yellow, and white which contrasts well with each other. Some nice platforming, I enjoyed the swinging and jumping sections particularly the yellow jump buttons. I caught some good air and hit the jump button right at the perfect time and got launched up to the highest platform... all on my first try! Did a lot of back-tracking and re-visited the sections at least more than once and couldn't figure out where to go after finding #3. Took me awhile just running around with my hands in the air, but I finally found #4. I think I died the most times in the dodging of the lights section. Liked the final boss, too. Despite him being fairly easy to kill, I like how you chose a different method of killing him. It's apparent to me that you took a lot of time to build this level. Great job! 5 STARS :star::star::star::star::star: | 2009-12-20 04:56:00 Author: SHENOA77 Posts: 184 |
Hi everyone, thanks for all the feedback you provided in the last week or two. I had almost all my free time consumed by work and real-life related stuff, but I'm on holiday until the new year, so if all goes well and I'm not tempted by the new goodies in the PotC+Water pack, I'll try to go through your comments, respond properly and make some adjustments to the level based on them. Thanks once again! | 2009-12-23 11:27:00 Author: sny Posts: 144 |
Yet another great level on this site, I actually really liked the neat visuals of the level, it definitely tied the whole level together as a "realistic" building. I also really liked how you have to backtrack to find the keys, gives a nice sense of exploration remenisant of the classic Metroid games. The enemies were bland, though I liked how you changed them as the level went on, the last variation almost had me tricked I almost landed on top of it before realising my stupid mistake. The challenges were quite easy, but fit the level well and were still fun, the searchlight section was quite interesting, though once tripped the plasma balls were quite easy to avoid. The platforms at the first key were slightly annoying, I thought there must have been a different way up as I didn't think it was possible at first (discovering the secret in the process). I foudn it slightly annoying that blocks could not be dragged. The boss was incredibly easy, it looked nice and even had a nice concept, but the difficulty did not do any justice to the concept. It was quite a letdown, I was expecting quite a fight when I saw it. Overall the level looked nice and was fun, though it could definitely do with a bit more difficulty. 5:star: + heart. If you would F4F: https://lbpcentral.lbp-hub.com/index.php?t=t=19909 | 2009-12-23 13:22:00 Author: Tomo009 Posts: 274 |
LEVEL UPDATE (version 1.2): + Added new element of danger to boss fight + Completely redesigned the scoreboard area + Fixed a bug with the sound object at the 4th key + Added additional lines of story chat bubbles for consistency Okay, finally had time to review the comments, respond to them and update the level according to what y'all have said. I've just gotta say a huge "thank you" to everyone pointing out the areas that needed attention, I wish I had this kind of feedback before I published for the first time! On to your comments: The L2-Acces Card. How can someone possibly drop it up there? If there was a platform next to it, it'd make more sence. The background is very plain. Try adding some cracks to it, old paint etc.. There is a minor glitch with the layer detectors. It detects me inside the little house with the button. I actually asked that question myself as well, and came up with the conclusion that someone (possibly a mechanic or cleaner working on the upper platform) fell onto the electric floor and dropped his key in the process, but this felt too cheesy to add as a line of dialogue, not to mention it would be highly unlikely for Sackboy to guess what actually transpired. So I ended up not explaining what that key is doing up there and leaving it up to the player's imagination to come up with his own version. The Sentry Bot Boss was way to boring! You could have dividied the robot to 3 parts, so that the robot would actually do something else that just.. Be there. The boss was incredibly easy, it looked nice and even had a nice concept, but the difficulty did not do any justice to the concept. It was quite a letdown, I was expecting quite a fight when I saw it. The boss fight was well scripted, but I felt really cheesed by it. If it's that important that they keep you there, why did they put such weak security in charge of your containment? I was waiting for the end hoping there would be something a bit more challenging and epic. I agree, I wasn't ultimately satisfied with how the boss turned out, but I spent sooo much time on that room that I just couldn't come up with anything new to improve on how it was. Plus, I was scared that I'd run out of thermo space, so I ended up not adding additional weapons to the boss. But in the latest version I published today, the boss has upped difficulty and attacks Sackboy directly, so it should prove a bit more challenging this time around to Ace the level. I was supposed to escape from the blue lab right? In the end, I just ended up on another floor. If you edited this to being some grass, earth and flowers, with a hidden 'exit/entrance' thing, it'd be more fitting. Another newbie mistake from my part, I rushed the end of the level because I was so thrilled having completed everything up to the elevator. I reworked that area as well, although the thermo didn't leave me with much room for improvement, but it should feel more like a proper ending now. I could like some backstory - why am I in some cell, trapped? And who is the person helping me out? Getting some more interaction with the 'mysterious' man would also be great, so that he wouldn't be a one-time-interaction person, when he is a huge part of the story. Some jumps and timed sequences would also be nice. I find it a little bit boring, that I'm just running back and forth; with an exception of a place where I swing around on blue rods. Enjoyed the intro, but what AI was helping you? All the rest of the AI in the level appeared hostile to me. After the mysterious AI opened my cage, unless I missed something, it just disappeared! Where did it go? Why did it help you in the first place? I'm a big advocate for pure platformers having minimal story, but it would have made the level feel more complete if the story was filled in through the level, not just at the beginning and end. Storywise... I can see it turning into a series. All these questions rise up. 1. Why are you being kept in a lab? 2. What do they do at this lab? 3. Who is trying to save you? If you plan on answering these questions. I would like to see them answered in another level. The backstory was more like an after-thought from my part, I didn't really pay it too much attention because in the process of creating this level I realised that I wouldn't want to make another level in the same blue laboratory again - it would be too boring both for the players and for me! - but with this reworked ending I made I also opened up possibilities for a different story progression, so who knows, maybe I'll revisit this storyline at a later time. I did feel at times that it was too easy. I felt that the level was not trying/attempting to stop me from getting to my goals. So not much conflict which I would like to see more of. Actually, after my previous levels were unanimously voted hard by most players (I had to create an Easy version of Tower of Hope! to have people complete the level ), I decided that my next level would be finishable by anyone and everyone. I also wanted to see if I can actually make easy levels (I find it very hard to do, since I constantly look for challenge in platformer levels, so it's also what I'd normally add to my own creations). It seems I overdid it, since this time everyone is claiming that the level is too easy. Ah well, I'll need to improve a lot in this area I guess. I foudn it slightly annoying that blocks could not be dragged. I deliberately wanted to deviate from the omnipresent "draggable block" syndrome, I feel it's too overused, so a "rollable" box seemed like a good alternative. Once again, many thanks for the feedback, I'll respond shortly in your F4F threads, with the exception of "SLAP! A fun PvP challenge", because I'm waiting for tomorrow when I can try it out in local multiplayer, as I have a LBP fan friend coming over. :eek: | 2009-12-30 17:28:00 Author: sny Posts: 144 |
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