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J. W's ~ Sky Fortress

Archive: 7 posts


J. W's ~ Sky FortressHouseQuake
A personal throwback to the old ways!

The Sky Fortress war is still ongoing and you, as captain of your army must locate the main enemy's Fortress and take it down from the inside!

*Platform through hazardous environments
*Discover hidden areas
*Find and collect the 7 coins
*Defeat Boss's
*Experience a non-linear platformer
all

"It really was a good level :star: :star: :star: :star: :star: " ~ Powershifter

"I really liked this level because you took the time to make it look original. Levels which look like MM's story levels or have copied a theme from somewhere else are a bit uninspiring....this level is awesome and original. :star: :star: :star: :star: " ~ Holguin86

For a change, i'll try and keep it brief.

This should be easy as i am not aiming to do anything new or never seen before.

As the description reads, you must traditional platform your way through, complete with extras for the score hungry players!

A friend, also on here, persuaded me to do a traditional platformer instead of my usual deep affair. I thought it would be a cool challenge and would also carry on my personal trend of always making sure the new level i make, contrasts the last so, in 1 month, i have Sky Fortress to give you all.

It's kind of a personal throwback to my childhood games from Master System, Mega Drive etc but. you probably will not notice that, hence "personal" but, somethings you will notice like, a little bit of throw-your-pad gameplay, brief story, no dialog, jumping, timing, things that dont make sence ala floating platform etc. Also, i have added certain throwbacks to a few of my fave 2d platform games, i hope you notice them. The level description is also old school, remember turning a game case around to read the description and it had like, 2 lines of story synopsis and then bullet points detailing its features? i kinda tried to inject that.

Screens:

http://www.lbpcentral.com/forums/picture.php?albumid=1039&pictureid=9405

http://www.lbpcentral.com/forums/picture.php?albumid=1039&pictureid=9410

http://www.lbpcentral.com/forums/picture.php?albumid=1039&pictureid=9406

http://www.lbpcentral.com/forums/picture.php?albumid=1039&pictureid=9408

http://www.lbpcentral.com/forums/picture.php?albumid=1039&pictureid=9407

http://www.lbpcentral.com/forums/picture.php?albumid=1039&pictureid=9409
This screen was taken early in development.

Even though it is a traditional platformer, i still wanted a unique spark and to achieve it, i looked for a way to make a traditional platformer non-linear. I believe i have achieved this.
Having said that, the 1st section of the level is linear.

I hope you enjoy!

Do try and ace it (collect all coins)!

NOTE: for limited time only, ALL checkpoints are infinite. This is so i can receive hassle free feedback from you
2009-12-04 21:52:00

Author:
Lotus_Flow3r
Posts: 165


Notes From Play:
Sponge on just one cog seemed ? odd

Knife dudes were an interesting threat

Placement and timing of disappearing platform over nailbed seems off ? after getting through it is ?ok?.

Cog room was frustrating, but passable.

Stuck ? at time of being stuck had located 3 of the coins.

In a box (assume it is supposed to be an elevator) and have tried everything. Came in activated a switch which lowered a steel grate. Have tried everything pushing, pulling jumping, nothing is opening grate or moving box ?

While typing, the elevator moved (~4 mins standing still). Not sure what caused the delay as I had simply sat still for ?awhile? at time of it finally moving.

Boss deadly exhaust works well. Nice projectile. ? after awhile it is very frustrating ? not in a good way. Wasn?t 100% sure route to take, and several attempts and methods to kill it ended in my own destruction. Very frustrating to get insa-killed from projectile trying to set wobble platform .. finally make it and ? CRAP! The aimed projectile that was set from the right switch was on an a freaking timer! Back to the right ? easier this time - boss went down.

Jetback sequence is a major question mark. Found area with a ?weak? floor, but couldn?t open. Found area with a keyed door ? but couldn?t find a key.

Found golden area with sun on wall ? assume that is where key for door or method to blow up floor for other are. Died ? someone added to game (no level lock early on?). Jetpack item was pushed off ledge. Can?t finish level ? stuck without jetpack. Will try again later.
2009-12-07 03:23:00

Author:
Jaydetiger
Posts: 64


Didn't notice any reply here lol

Thanx and many updates have been made since with glitches halted. However, difficulty remains the same as i want it to bark back to the old school games of Master System, Mega Drive and Snes. I want that, throw pad frustration back and obviously, that's what was impliimented. The game Kid Chameleon was a major inspiration and that's well known to be one of the hardest ever made. Im just not a fan of dumbing down or hand holding to be honest, i mean, the infinite checkpoint is only temporary so that i could receive feedback. im greatful you had a pop though!
2010-01-17 15:24:00

Author:
Lotus_Flow3r
Posts: 165


Lotus Lotus Lotus.... wow.... where to begin?

Let's start off by saying that I had to give it two run throughs. The first time I got stuck at the "box" elevator. I think it's because I hit the red button twice by accident. So I restarted.

The second time I played, I finished after about 40 minutes lol

The Good:
- Cool level design
- Humorous enemies
- well hidden secrets
- need for exploration
- balanced gameplay (platforming, puzzle, boss, etc)

The fixable:
- The very beginning, I'd cut the time in half that it takes for the door to open. It was fine the first time I played it, but the second time I had no need to read all the text, so I just had to wait.
- The stairs that appear and disappear, I'd give the player some more time. Currently, if you make one mistake, you don't have time to recover
- "Cog" room could use a little work. The first time through I didn't even notice the shaft to the right, so I went up the left and was able to avoid being hit by the flaming rocks. Maybe speed those rocks up so it's impossible to make that jump. Also, I'm not sure how, but a little indication to go up the right shaft first would help. Maybe this could be accomplished through a slightly different camera angle?
- The "box" elevator needs work. I'm not sure how you have that hooked up with your logic, but it seems that if you happen to hit the button twice, it just sits there (apparently for 4 minutes, listed above.. I didn't want to wait that long). One thing that helped me immensely with elevators was the LBPC logic pack. It's worth the read.
- The flying boss - I'd lower the amount of hits it takes to take down the boss. Also, it's possible to knock the paint gun off of the box, which could be slightly annoying. fortunately I didn't knock it off the box until after I defeated the boss.
- The rocketpack part - Maybe you could add in a couple more check points. Because for the most part, when the player dies they get sent pretty far back. I liked the idea of a bunch of different floating islands. Maybe you could provide the player with a sticker map? You could just give it to the player, or maybe they could find it? At least that would help players navigate the huge area.

Sadly enough, I only made it to 4th place on the scoreboard. But, for single player, that's also last place. I think if this was a bit less frustrating you would have more completes. But that's completely up to you if you want to cater to those a bit less patient than me. Personally, I think it would only improve the level if it were slightly easier. Also, fyi, I found all of the secrets

I wouldn't mind seeing a sequel to this, but I know you're currently working on something. You seem to be really excited about the new project, so maybe a sequel to this old one isn't needed.

I awarded you 5 :star:'s because it really was a good level, it just needs a little more work. Still, I don't think this was my favorite out of all your levels.
Tagged: Complex
Hearted
2010-01-19 01:13:00

Author:
Powershifter
Posts: 668


Thanx Power!

40 minutes ahaha! I do make very long levels, when learned though, they can be a 8-10 min job.

Very pleased with your good points!

As for fixable, most of what you said involves difficulty so, i didn't change anything as i'm aiming for 8-Bit difficulty as i said. However, the actual couple of glitches, they are fixed. I have no idea about the box elevator's problems, i tried going up it doing everything and not once did i have problems but, i'm taking your word for it definitely and i simply changed the switch.
Thanx for that Logic Pack tip, i had no idea of them!! Great feat with helpful tools.

The Cog room experienced one change and that was moving the hatch over to and above the door switch and leaking deadly gas and, as before, has to be closed on the opposite side. Seems a lot easier and less fiddly than the fire shooting over.
I haven't put no hints down as, again, it's a throwback to old. I want you to break your pad lol just like the days of 8-Bit.

I was originally going to put multiple checkpoints around the outside area but, as its a free roam area and not too big, i decided to just have you spawn back to a familiar place.
The map thing is a good idea and i've added it in and you retrieve it as soon as your outside. Thanx for that!

1st boss now has less hits and the disappearing platforms give you more time. As i want players to actually get outside, i thought this would be ok to toan down.

The time to open your cell door has been cut.

Im glad you got a 100% completion! This is why your someone who's opinion i value because you value the patience! It's slightly easier at the beginning but, same everywhere else. I just don't want to make it easier and easier and thus defeating the actual purpose of the throwback.
I'm a huge fan of old school...and that includes difficulty, i hate most of today's games for the simple fact that they always hold your hand at everything. Demon's Souls however is the opposite and is now one of my fave games of all time (Wrath Of The Sky was born from it) and i'm sure you've heard that it's painfully hard but, fair. Thats what i love and get more fun out of.
Myst is also an excellent example of old school difficulty.

Anyway, thanks Power for your feedback, i'm also glad you don't like this as much as my others, im sure you can guess why. I will do a sequel if one day it has enough go aheads.
My new project, i can tell you, has no difficulty what so ever. Still got awhile to wait for playtesting though!

Let me know if you do anything new or tweak older levels.
2010-01-20 18:02:00

Author:
Lotus_Flow3r
Posts: 165


Hey, just played your level and got some feedback. I really liked this level because you took the time to make it look original. Levels which look like MM's story levels or have copied a theme from somewhere else are a bit uninspiring, but the materials you've used sort of work really niice together. The cog traps are cool, too - though it took me a while to twig that there are grabby bits on the cog that you can use to hold on. The enemies are fun, too - the knife totally caught me off guard with the first one.

To improve it, the boss could do with a small tinkering. Something I found tricky was the rollers on the right hand side - you can't really dodge the ship's bullets effectively when trying to climb them. Maybe tighten the bolts or use a different attack set there, to give the player more of an opportunity.

Apart from that, this level is awesome and original.:star::star::star::star: and hearted. Nice job. Could you take a quick look at any one of my levels on here? I'm trying to get back into LBPC proper. Cheerz =]
2010-02-10 17:52:00

Author:
Holguin86
Posts: 875


Hey

Thanx for playing and enjoying Sky Fortress!

Thanx....I spent a lot of time getting design right on this one so thanx for noticing.
Yeah, i personally love the cog room because it's so annoying lol reminds me of my NES days I may go back and make the grab material more prominent

Yeah, the rollers are tough but, the bit was created for perfect timing. As soon as you learn the rhythm of his shots, you should be able to learn an effective way of getting up it.

Thanx for your generous rating and the heart!

I'm just in the middle of a creative phase at the minute on my Log project and i'll be away for a week come weekend but you better be sure your 1st on my list when i return.

2010-02-12 18:50:00

Author:
Lotus_Flow3r
Posts: 165


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