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The Cave Ruins 2 (With Pictures and a Video)

Archive: 32 posts


The Cave Ruins 2galacemiguel
http://i21.photobucket.com/albums/b265/galacemiguel/LittleBigPlanet/TheCaveRuins2_Beginning.jpgLocal officials request that you find out what's behind the disappearances in the desert cave. You are reluctant to go, but your conscience persuades you.
all

http://i21.photobucket.com/albums/b265/galacemiguel/LittleBigPlanet/TheCaveRuins2IconFinal.jpg

After many long months of hard work, I have come up with a sequel to my third level, The Cave Ruins. Since the release of that level, I feel that I have grown as a creator and now know what it takes to make a good level. Fun gameplay, visuals, an interesting story, the little things are what count. In the time I took to make this level, I learned to appreciate some things which I thought to be completely useless. The Corner Edit Tool, for instance, is in my personal opinion the most underrated tool in all of LittleBigPlanet. But in this level, I used it endlessly to make this level feel like an actual cave. I also learned to appreciate logic even more than I already do. It really makes for some interesting gameplay. Well, that's enough about my level, just go ahead and enjoy it! :arg:


http://i21.photobucket.com/albums/b265/galacemiguel/LittleBigPlanet/TheCaveRuins2_Entrance.jpg

http://i21.photobucket.com/albums/b265/galacemiguel/LittleBigPlanet/TheCaveRuins2_Bridge.jpg

Video Link:
http://www.youtube.com/watch?v=10yFx2LRMSY
Thank you JKthree!

This level is dedicated to my grandmother who passed away the morning before this level was published.
2009-12-11 23:28:00

Author:
galacemiguel
Posts: 179


Ok I think I got the first play on this one, and I have to say it was a really great level. It was pretty long, and combined with no unlimited life checkpoints made it quite hard. The only place I really had problems was the boss (the only place I had to restart the level because of dying too much) and the area where you had to grab your way across with fire falling down in places (got to my last life before I made it across).
Still the visuals were great, especially loved the dragon you walk into at the beginning.

Oh and the boss was amazing, I know you had problems with it before when I was testing it - but it's really tuned out well. It worked flawlessly!

Five stars and a heart
:star::star::star::star::star:
2009-12-12 11:30:00

Author:
Coxy224
Posts: 2645


Hi there!
I just played your level and thought it was well done. You strole exactly the type of levels I like to play. No story and endless bubble text, gameplay over visuals, a puzzle here and there. Great stuff. It's simple, straighforward and fun. I like the pace and the mechanics in general that you created in there. My only grip with the level would be that I prefer to rely on the default camera than pre-oriented ones. Sometimes its a bit disorienting when the camera moves. Otherwise this level is pretty cool. I don't have real other grips. Oh yeah, I died at the boss so it looks like I will have another playthrough.

I must add that I hope this level won't go unnoticed!

:star::star::star::star::star: + heart for ya

.
2009-12-12 18:26:00

Author:
RangerZero
Posts: 3901


Ok I think I got the first play on this one, and I have to say it was a really great level. It was pretty long, and combined with no unlimited life checkpoints made it quite hard. The only place I really had problems was the boss (the only place I had to restart the level because of dying too much) and the area where you had to grab your way across with fire falling down in places (got to my last life before I made it across).
Still the visuals were great, especially loved the dragon you walk into at the beginning.

Oh and the boss was amazing, I know you had problems with it before when I was testing it - but it's really tuned out well. It worked flawlessly!

Five stars and a heart
:star::star::star::star::star:


Hi there!
I just played your level and thought it was well done. You strole exactly the type of levels I like to play. No story and endless bubble text, gameplay over visuals, a puzzle here and there. Great stuff. It's simple, straighforward and fun. I like the pace and the mechanics in general that you created in there. My only grip with the level would be that I prefer to rely on the default camera than pre-oriented ones. Sometimes its a bit disorienting when the camera moves. Otherwise this level is pretty cool. I don't have real other grips. Oh yeah, I died at the boss so it looks like I will have another playthrough.

I must add that I hope this level won't go unnoticed!

:star::star::star::star::star: + heart for ya

.

Wow, thank you. I've never had such positive feedback on my levels before. I'm really glad you two love it. Yeah, the level is pretty hard. I'm actually thinking about placing an infinite life checkpoint at the boss fight. What do you think?
2009-12-13 08:27:00

Author:
galacemiguel
Posts: 179


Hiya,

Really nice looking level. I'm not sure about the background at the start. The shapes you've drawn (really well) suggest the top of a mountain, but the background behind is some small stones.

The cartoon artwork on the man is really nice - i wish I could draw like that.

The rotating spike balls reminded me of the MM version... until I had to run along to top too - nice to see variation on an old theme. Well done for including lots of checkpoints too. Stops a potentially frustrating section from ever getting frustrating.

Visuals on bridge and rock falls is good.

The balls and spikes section is clever - but perhaps an infinate life checkpoint before it. It took me 3 lives to work out what to do.

The section with the switch/lowering platform is fun (btw all of this level so far is nicely put together and keeping me playing) - but can we have a sound effect to suggest timing? (clock-history pack?) - the first time, i pulled the handle, then jumped as it came back up.

The monkeybars section looks bland on the background - but dodging the falling fire works well. The domino platforms are cool!

Have you been working through the logic pack on here? The use of switches is very nice and Seeing each one do different things reminded me of that.

Elevator was a bit dark - almost missed that it was there. Would have found it eventually so no biggie.

You've got really inventive use of switches to open these doors.

Sadly, the 'dragon?' killed me dead! My feeling on bosses is that if you have an easy one, you can have limited lives, but this boss is hard - so you need infinite. Your level is long (in a good way) so I don't really want to play back through. The flames he chucks are almost instant death.. and I didnt have time to watch his patterns and learn to adapt.

How about this... on the left side, put a 'safe area' that sackboy can hide in from the flames. After you get the dragon down to half health, the safe area closes (rockfall?). this way the player gets a chance to learn how to beat the boss before he starts losing all his lives.

Really nice level though. 4 starts and a heart. I'll go back and give it 5 if you make that boss easier.

Please could you F4F 'the peculiar pine of puzzlewood' in my sig please.

Adi
2009-12-13 09:01:00

Author:
TheAdipose
Posts: 533


Hiya,

Really nice looking level. I'm not sure about the background at the start. The shapes you've drawn (really well) suggest the top of a mountain, but the background behind is some small stones.

The cartoon artwork on the man is really nice - i wish I could draw like that.

The rotating spike balls reminded me of the MM version... until I had to run along to top too - nice to see variation on an old theme. Well done for including lots of checkpoints too. Stops a potentially frustrating section from ever getting frustrating.

Visuals on bridge and rock falls is good.

The balls and spikes section is clever - but perhaps an infinate life checkpoint before it. It took me 3 lives to work out what to do.

The section with the switch/lowering platform is fun (btw all of this level so far is nicely put together and keeping me playing) - but can we have a sound effect to suggest timing? (clock-history pack?) - the first time, i pulled the handle, then jumped as it came back up.

The monkeybars section looks bland on the background - but dodging the falling fire works well. The domino platforms are cool!

Have you been working through the logic pack on here? The use of switches is very nice and Seeing each one do different things reminded me of that.

Elevator was a bit dark - almost missed that it was there. Would have found it eventually so no biggie.

You've got really inventive use of switches to open these doors.

Sadly, the 'dragon?' killed me dead! My feeling on bosses is that if you have an easy one, you can have limited lives, but this boss is hard - so you need infinite. Your level is long (in a good way) so I don't really want to play back through. The flames he chucks are almost instant death.. and I didnt have time to watch his patterns and learn to adapt.

How about this... on the left side, put a 'safe area' that sackboy can hide in from the flames. After you get the dragon down to half health, the safe area closes (rockfall?). this way the player gets a chance to learn how to beat the boss before he starts losing all his lives.

Really nice level though. 4 starts and a heart. I'll go back and give it 5 if you make that boss easier.

Please could you F4F 'the peculiar pine of puzzlewood' in my sig please.

Adi

Sorry I can't add the time sound effect to the lowering platform obstacle because I don't have the History Kit. T_T

No, I did not use any of the logic that the logic pack gives you. I'd much rather create it myself. The logic pack wasn't even out yet when I started making this!

I don't really want to make any more dramatic changes to the level. But, I will place an infinite life checkpoint at the boss fight; I guarantee you that.
2009-12-13 09:15:00

Author:
galacemiguel
Posts: 179


Cool - the inf lifepoint will help.

Sorry I wasn't meaning the logic pack thing as a negative accusation. It's just I've been working through it and recognised some of the clever switch based ideas - it was a compliment.

With the lowering platform, its not a big thing, but the alternative could be that it goes down slightly lower, and starts rising slowly as soon as you let go of the switch so you have to run through speedily.
2009-12-13 09:20:00

Author:
TheAdipose
Posts: 533


Wow, thank you. I've never had such positive feedback on my levels before. I'm really glad you two love it. Yeah, the level is pretty hard. I'm actually thinking about placing an infinite life checkpoint at the boss fight. What do you think?

I would say, if you want a more "general audience" difficulty level and avoid a bit of "frustrating" tags, putting an infinite checkpoint is indeed a good idea.
As long as a level is well done and the difficulty is not cheap, I can an infinite checkpoint as a good thing (I'm saying this because some less talented or lazy creators can put an infinite checkpoint only to "mask" the fact their level is poorly designed, resulting in a overly hard (cheap) difficulty.)


EDIT: Sorry for your loss, buddy. I just noticed your message

.
2009-12-13 09:34:00

Author:
RangerZero
Posts: 3901


Cool - the inf lifepoint will help.

Sorry I wasn't meaning the logic pack thing as a negative accusation. It's just I've been working through it and recognised some of the clever switch based ideas - it was a compliment.

With the lowering platform, its not a big thing, but the alternative could be that it goes down slightly lower, and starts rising slowly as soon as you let go of the switch so you have to run through speedily.

Sorry too, for being too quick to assume.

Good idea, I'll think about it.


I would say, if you want a more "general audience" difficulty level and avoid a bit of "frustrating" tags, putting an infinite checkpoint is indeed a good idea.
As long as a level is well done and the difficulty is not cheap, I can an infinite checkpoint as a good thing (I'm saying this because some less talented or lazy creators can put an infinite checkpoint only to "mask" the fact their level is poorly designed, resulting in a overly hard (cheap) difficulty.)


EDIT: Sorry for your loss, buddy. I just noticed your message

.

Thanks, I appreciate it.

Updates:

- Fixed Bugs
- Added Additional Sound Effects
- Added Infinite Life Checkpoint
2009-12-15 11:39:00

Author:
galacemiguel
Posts: 179


Amazing level, every level I've tried tonight has been amazing, wish I could build like all these.

Ok so, I like the visuals throughout the level, very consistent and scenic, an easy level to look at. Overall I found the level quite easy, except the platforms on large spinning wheels, it seems over half the time sackboy forgets the platform is moving under him.

The puzzles were pretty much given to you so they seemed to serve as more of a nice visual rest period between the platforming sections to me.

I love all the wheels, you've done them very well throughout and they make a very good basis for most of the challenges.

The boss once again was quite easy but looked very nice. I really like the way you included the LEDs as a lifebar, gives the boss somewhat of an arcade feel. After a couple of deaths I figured out how the boss was moving and didn't die again, it became quite simple.

Another great level I've played tonight, very well deserved 5:star: and heart.

F4F? You don't have to my levels are quite difficult, my newest one Anti-Virus has infinite checkpoints throughout though.
2009-12-15 13:28:00

Author:
Tomo009
Posts: 274


All I can say is WAYYYY better than the first one. The visuals were top-notch as was the gameplay. The boss was pretty simple but I was wondering what the grab switch did while I was fighting the boss and didn't get why it didn't shoot when the boss was shooting fireballs. Maybe add a little sign showing what does what and what to do when for us slow people . 4 stars and a heart from me!2009-12-15 14:36:00

Author:
brnxblze
Posts: 1318


Amazing level, every level I've tried tonight has been amazing, wish I could build like all these.

Ok so, I like the visuals throughout the level, very consistent and scenic, an easy level to look at. Overall I found the level quite easy, except the platforms on large spinning wheels, it seems over half the time sackboy forgets the platform is moving under him.

The puzzles were pretty much given to you so they seemed to serve as more of a nice visual rest period between the platforming sections to me.

I love all the wheels, you've done them very well throughout and they make a very good basis for most of the challenges.

The boss once again was quite easy but looked very nice. I really like the way you included the LEDs as a lifebar, gives the boss somewhat of an arcade feel. After a couple of deaths I figured out how the boss was moving and didn't die again, it became quite simple.

Another great level I've played tonight, very well deserved 5:star: and heart.

F4F? You don't have to my levels are quite difficult, my newest one Anti-Virus has infinite checkpoints throughout though.

Wow, I'm really glad that you like it. I'm actually quite surprised that you found it easy. From my perspective, yes, it is very easy and perfectly ace-able; but, that's since I made it! Almost everyone seems to think that it is very difficult. It's nice to know that I'm not alone in thinking otherwise.

By the way, I'll get to your F4F as soon as I can.


All I can say is WAYYYY better than the first one. The visuals were top-notch as was the gameplay. The boss was pretty simple but I was wondering what the grab switch did while I was fighting the boss and didn't get why it didn't shoot when the boss was shooting fireballs. Maybe add a little sign showing what does what and what to do when for us slow people . 4 stars and a heart from me!

I know, it is WAY better. Honestly, now when I look at the first one, I feel like throwing up and I ask myself whether I was the one who made it or not.

Anyway, I actually am thinking about just having the grab switch at the boss that opens the door, fire the cannon instead, get rid of the button entirely and have the door automatically open after the battle. Think I should go for it?

Thanks for the great feedback. I really appreciate it. :arg:
2009-12-16 06:02:00

Author:
galacemiguel
Posts: 179


Yeah, that would be less confusing. If you can't think of any other solutions I say go for it .2009-12-16 17:27:00

Author:
brnxblze
Posts: 1318


Yeah, that would be less confusing. If you can't think of any other solutions I say go for it .

Will do... as soon as I get home.
2009-12-17 05:32:00

Author:
galacemiguel
Posts: 179


Will do... as soon as I get home.

Done! I also made a few minor, but necessary updates.

- Changed Lowering Platform Mechanism
- Removed Button at Boss Fight
- Made Grab Switch at Boss Fight Fire Cannon
- Made Door at Boss Fight Open Automatically After the Boss is Destroyed
- Fixed Bug

I've been getting a lot of really good feedback lately, but I'd really appreciate it if you guys gave some more constructive criticism. I really want to make this level as good as it can be. Thanks!
2009-12-18 07:51:00

Author:
galacemiguel
Posts: 179


Ok going to post as I play:

+ Opening is very canyon like.
+ Like the dragon cave opening - nicely done.
- Only having the one wood material makes it look a little flat and the lighting is minimal at the beginning part.
+ Nice MM platforming on the spinning tubes.
- the light cues on the puzzle are good but I'd like some kind of audio clue personally.
- getting into the 2x area is a bit tricky
Love the three sponge wheels
- the boss I had some trouble with. I like that you changed the button to the grab - that's a good idea. The problem I have is the timing. The fire comes out fast enough there's little time to react and even less space to move in as the logs spread out. It just seems a little too too fast to be fair imo.

Overall I think this is a really solid platforming level and it has a lot of similarities with MM's levels. It's a little underlighted and flat for my visual tastes and doesn't have a whole lot of details. What is there is very cleanly designed and looks good and plays good. I'm rating it 5 stars currently but I think it could be tweaked a little more. It still has some potential to fulfill. Nice work though.
2009-12-18 08:02:00

Author:
Morgana25
Posts: 5983


Ok going to post as I play:

+ Opening is very canyon like.
+ Like the dragon cave opening - nicely done.
- Only having the one wood material makes it look a little flat and the lighting is minimal at the beginning part.
+ Nice MM platforming on the spinning tubes.
- the light cues on the puzzle are good but I'd like some kind of audio clue personally.
- getting into the 2x area is a bit tricky
Love the three sponge wheels
- the boss I had some trouble with. I like that you changed the button to the grab - that's a good idea. The problem I have is the timing. The fire comes out fast enough there's little time to react and even less space to move in as the logs spread out. It just seems a little too too fast to be fair imo.

Overall I think this is a really solid platforming level and it has a lot of similarities with MM's levels. It's a little underlighted and flat for my visual tastes and doesn't have a whole lot of details. What is there is very cleanly designed and looks good and plays good. I'm rating it 5 stars currently but I think it could be tweaked a little more. It still has some potential to fulfill. Nice work though.

I don't know how three positives and four negatives merit a five star, but I'll take it!

Anyway, I mostly agree with what you said. Yes, it is flat looking; I need some ideas on how to make it look less flat. Anyone have any suggestions? I added sound cues now to every puzzle. I actually was going to do that, but I forgot to do so before I published it. For the X2 part, you're actually supposed to get there through teamwork. One player goes into the wheel, while another is spinning it on top to guide the player inside. Then, once the player is inside, the door will open and both players can access the area. As for the boss, I'm not too sure about that. If anyone thinks I should slow it down, then please alert me! I also made the gas in the cannon more visible so no player will foolishly venture too close to it.

I will be out this whole weekend since I'm going to be at my grandmother's wake and burial. So, please keep this thread alive! :blush:
2009-12-18 22:52:00

Author:
galacemiguel
Posts: 179


Story: The level description mentions a reward, but I'm just asked to go in and find out. I want my reward ! I like having minimal story in platformers when I play them, but there was no closure or wrap-up with the level. Maybe the player could emerge from the other side of the mountain and get his reward from a team on the other side? That would be a large addition to the level but would flesh the story out a lot more.

Visuals: Firstly I'd like to say that I wasn't a big fan of the Canyon's theme. That being said, I enjoyed the scenery work you did with this level. Apart from a few out of place stickers that I really wasn't feeling, the scenery was pretty well constructed. Especially great attention to detail with the little piles of rocks in the thin layers at the opening. I'd also like to comment that the archaeologist or whatever he was was drawn extremely well. You can tell you put some time into it. However as soon as I moved off the first frame and saw the entrance to the cave I was slightly disappointed. It's a square! Throw in 30 seconds with the CE Tool and you'll have a better looking cave entrance. The rest of the level was well drawn. I would suggest to make the grab switches invisible. I'd also just like to point out that while I really liked some of your camera angles, some of them didn't change until I moved off the screen, and I don't like to run off the screen blindly. My last comment is that I felt like it changed to night time, and not to the inside of the cave.

Gameplay: The platforming seemed really streamlined, and I mean that in a good way. The jumps seemed to transition into each other very well, and you mixed a lot of difficult elements in there without getting me too frustrated. I liked some of the little tricky parts you threw in, like the part with the spikes and the spinning sponge. The challenge met that happy medium between hard and too hard, as skilled players can ace the level. The boss fight was well scripted. I really loved the "HP Bar" at the bottom, good work! My only suggestion would be to make a protected spawn point. A few times I spawned right into the hot breath.

Score and Rank: 8, 042 and #1.
Rating: 5 Stars.
Tag: Tricky.
2009-12-19 15:41:00

Author:
Lieufa
Posts: 62


Wow. Comparing this to your first cave ruins, it is amazing how much you improved. The gameplay was fresh and fun. The visuals were nice and neat. The boss was also very original and tricky. The only problem was, at the boss, I respawned on fire, resulting an a cheap death. This can be solved by making the checkpoint infinite. 5 stars + a heart. Great job.

F4F my level A Land Of Apparent Virtue if you don't mind.
2009-12-19 16:36:00

Author:
bonner123
Posts: 1487


Story: The level description mentions a reward, but I'm just asked to go in and find out. I want my reward ! I like having minimal story in platformers when I play them, but there was no closure or wrap-up with the level. Maybe the player could emerge from the other side of the mountain and get his reward from a team on the other side? That would be a large addition to the level but would flesh the story out a lot more.

Visuals: Firstly I'd like to say that I wasn't a big fan of the Canyon's theme. That being said, I enjoyed the scenery work you did with this level. Apart from a few out of place stickers that I really wasn't feeling, the scenery was pretty well constructed. Especially great attention to detail with the little piles of rocks in the thin layers at the opening. I'd also like to comment that the archaeologist or whatever he was was drawn extremely well. You can tell you put some time into it. However as soon as I moved off the first frame and saw the entrance to the cave I was slightly disappointed. It's a square! Throw in 30 seconds with the CE Tool and you'll have a better looking cave entrance. The rest of the level was well drawn. I would suggest to make the grab switches invisible. I'd also just like to point out that while I really liked some of your camera angles, some of them didn't change until I moved off the screen, and I don't like to run off the screen blindly. My last comment is that I felt like it changed to night time, and not to the inside of the cave.

Gameplay: The platforming seemed really streamlined, and I mean that in a good way. The jumps seemed to transition into each other very well, and you mixed a lot of difficult elements in there without getting me too frustrated. I liked some of the little tricky parts you threw in, like the part with the spikes and the spinning sponge. The challenge met that happy medium between hard and too hard, as skilled players can ace the level. The boss fight was well scripted. I really loved the "HP Bar" at the bottom, good work! My only suggestion would be to make a protected spawn point. A few times I spawned right into the hot breath.

Score and Rank: 8, 042 and #1.
Rating: 5 Stars.
Tag: Tricky.

Sorry, I kinda forgot about the story when I was completing the level. I'll get to it immediately.

It's not entirely a square, I did use the corner edit tool for the cave entrance. As for the global settings: yeah, it does go into night, not get darker because of the cave. I did that since I felt that it made it too dark, but I will take that into consideration.

Thanks, this level is really concentrated on the platforming. So, I did my best to make it feel authentic. I'm glad you like it.


Wow. Comparing this to your first cave ruins, it is amazing how much you improved. The gameplay was fresh and fun. The visuals were nice and neat. The boss was also very original and tricky. The only problem was, at the boss, I respawned on fire, resulting an a cheap death. This can be solved by making the checkpoint infinite. 5 stars + a heart. Great job.

F4F my level A Land Of Apparent Virtue if you don't mind.

Thanks a lot! I really did improve a lot. You'd never believe now that I made the first one. By the way, the checkpoint is infinite. If you played the latest build, you'd see. I'll get to your F4F as soon as I can.
2009-12-21 01:28:00

Author:
galacemiguel
Posts: 179


Thanks to the recent update, I've managed to see that less than 1/3 of the people who played my level actually passed. I'm thinking about ways to make this easier without making every checkpoint infinite. Any suggestions?2009-12-22 22:34:00

Author:
galacemiguel
Posts: 179


Thanks to the recent update, I've managed to see that only 1/3 of the people who played my level actually passed. I'm thinking about ways to make this easier without making every checkpoint infinite. Any suggestions?

Well, don't ask yourself questions too much. Even on the easier you will likely have half the "completed" compared to the "played" it seems.

.
2009-12-23 04:25:00

Author:
RangerZero
Posts: 3901


Well, don't ask yourself questions too much. Even on the easier you will likely have half the "completed" compared to the "played" it seems.

.

Okay, this kind of eases my worry. Thanks.

Updates:

- Upgraded Visuals
- Added Sound Cues
- Changed Cannon Sound Effect
- Made Cannon Gas More Visible
- Fixed Bugs
2009-12-24 05:40:00

Author:
galacemiguel
Posts: 179


Great level with brilliant design, puzzles and mechanisms which all seemed to work perfectly.

The only problem I have is with the boss. I died a ton of times as I couldn't see any 'safe' area. I just came to realise that avoiding death was not an option and all I could do was just stand there and keep dying and just shoot at the boss whenever I could. I even died a load of times when respawning.

Apart from that though it's a fantastic level which deserved to be spotlighted imo.
2009-12-26 22:52:00

Author:
mistervista
Posts: 2210


OK - I'm sorry for the delay in getting this F4F back to you...

I just played it and I really liked it (at least what I saw of it), but I ran into a show-stopper. First the good stuff:

+ Some great platforming in here
+ I like that it was not all infinite checkpoints. They can be useful, but often take away any real sense of challenge
+ Loved the cave entrance
+ Loved the character design of the fellow before the entrance

And some not-so-good:

- Would prefer to see your own take on the cactus and rock formations, rather than using the Mm canned stuff.
- Found the first puzzle - with the rotating circles and sponge disc - to be rather frustrating.... if the circles are not positioned just so... then the disc gets squished and we have to start over.
- Color, lighting, and sound/music all seemed a bit flat.

And then the deal-breaker... Now perhaps I missed something that I needed to solve or activate first (as I don't see anyone else complaining about this), but I got stuck and lost all my lives in the the are after the ceiling-crawl/burning-rubble-drop section. Here is a picture:

http://www.lbpcentral.com/forums/littlebiggallery/images/3443/medium/3_A_Photo.jpg

There are 5 platforms that look like they all should probably move in sequence so you can climb this section, but what I experienced (as shown above) was the first two moving together, then the next two , and then the top, single one on its own. I could not get past the first two because they would also retract together and squish me. Am I missing something (not real surprising if I am )??

I was unable to finish, so I left it with 3 :star:s and a Tricky tag. I'm willing to re-try it if/when you say this section is fixed/working.
2009-12-27 08:23:00

Author:
v0rtex
Posts: 1878


OK - I'm sorry for the delay in getting this F4F back to you...

I just played it and I really liked it (at least what I saw of it), but I ran into a show-stopper. First the good stuff:

+ Some great platforming in here
+ I like that it was not all infinite checkpoints. They can be useful, but often take away any real sense of challenge
+ Loved the cave entrance
+ Loved the character design of the fellow before the entrance

And some not-so-good:

- Would prefer to see your own take on the cactus and rock formations, rather than using the Mm canned stuff.
- Found the first puzzle - with the rotating circles and sponge disc - to be rather frustrating.... if the circles are not positioned just so... then the disc gets squished and we have to start over.
- Color, lighting, and sound/music all seemed a bit flat.

And then the deal-breaker... Now perhaps I missed something that I needed to solve or activate first (as I don't see anyone else complaining about this), but I got stuck and lost all my lives in the the are after the ceiling-crawl/burning-rubble-drop section. Here is a picture:

http://www.lbpcentral.com/forums/littlebiggallery/images/3443/medium/3_A_Photo.jpg

There are 5 platforms that look like they all should probably move in sequence so you can climb this section, but what I experienced (as shown above) was the first two moving together, then the next two , and then the top, single one on its own. I could not get past the first two because they would also retract together and squish me. Am I missing something (not real surprising if I am )??

I was unable to finish, so I left it with 3 :star:s and a Tricky tag. I'm willing to re-try it if/when you say this section is fixed/working.

Oh, darn. I was afraid of that. I'll fix it immediately. Thanks for alerting me.

Edit:

Okay, it is fixed now. I also put together the speech bubbles at the start of the game thanks to the new update.
2009-12-27 08:52:00

Author:
galacemiguel
Posts: 179


Wow, this level was really fun! I just went through it twice - you really nailed the gameplay.

I couldn't find anything negative about the level, except that at the final boss the first time through it was a bit difficult to figure out how to avoid the burning logs being thrown at you. Mind you, the 2nd time I went through I had no problem so it all depends on whether you want to play balance for the playing going through for the first time.

I gave it 5 stars and a heart!
2009-12-28 04:22:00

Author:
CCubbage
Posts: 4430


Wow, this level was really fun! I just went through it twice - you really nailed the gameplay.

I couldn't find anything negative about the level, except that at the final boss the first time through it was a bit difficult to figure out how to avoid the burning logs being thrown at you. Mind you, the 2nd time I went through I had no problem so it all depends on whether you want to play balance for the playing going through for the first time.

I gave it 5 stars and a heart!

Wow, thank you so much. I'm thrilled that you love it. You're one of those creators I really look up to, so it's an honor for me to receive such praise from you.
2009-12-30 22:21:00

Author:
galacemiguel
Posts: 179


OK - I played this again after your fix, and what a good time. It's a very well designed, nicely polished level. A nice variety of challenges. A few points where I though, "Ooohh... wish I hadn't said that thing about infinite checkpoints now!" but I persevered and never had to do a restart (though I was down to my last one on the ceiling-crawl/fire-dropping section... what is it about that buzzer going off that really makes ya buckle down and focus?).

Loved the boss... the mechanics were great, it looked excellent, and the life meter was a nice touch.

Nice work, can't wait to see what you do next!

:star::star::star::star::star: hearted and tagged Great!
2009-12-30 22:52:00

Author:
v0rtex
Posts: 1878


OK - I played this again after your fix, and what a good time. It's a very well designed, nicely polished level. A nice variety of challenges. A few points where I though, "Ooohh... wish I hadn't said that thing about infinite checkpoints now!" but I persevered and never had to do a restart (though I was down to my last one on the ceiling-crawl/fire-dropping section... what is it about that buzzer going off that really makes ya buckle down and focus?).

Loved the boss... the mechanics were great, it looked excellent, and the life meter was a nice touch.

Nice work, can't wait to see what you do next!

:star::star::star::star::star: hearted and tagged Great!

...and you said it was a :star::star::star: star.

Anyway, thanks so much for the kind words. I'm delighted that you love it.
2010-01-08 09:28:00

Author:
galacemiguel
Posts: 179


Really good level, i've just tried it and i loved the style. I really like this Canyon style, and you make it perfectly. Very good the NPC in the intro and the entrance of the Cave.
I liked many gameplay parts, especially the "moving" ladder, where the blocks moves horizontally and you have to jump quickly, the zone with the moving spikes, where yo had to grab to the sponges to go up 2 times, and then use the rolling sponges.
You made a good use of sponge and platforming parts, i had fun playing it, not easy but challenging .
Liked the bridge with the falling fires, very well made.
The boss was cool, but i have a suggestion: when he shoots fire, cover the Cannon button, or people won't understand what to do (simply dodging).
The ending was a little poor, maybe you can add a mini Cave escape, where you exit from there and you meet that old man again.

5 :star: ! And i was your 700 play

F4F: Please try my new level: Mm Squad's Christmas Mission: "Protect the Pack!", it in the Cool Level thread on LBPC
2010-01-08 15:18:00

Author:
Dante95
Posts: 504


Really good level, i've just tried it and i loved the style. I really like this Canyon style, and you make it perfectly. Very good the NPC in the intro and the entrance of the Cave.
I liked many gameplay parts, especially the "moving" ladder, where the blocks moves horizontally and you have to jump quickly, the zone with the moving spikes, where yo had to grab to the sponges to go up 2 times, and then use the rolling sponges.
You made a good use of sponge and platforming parts, i had fun playing it, not easy but challenging .
Liked the bridge with the falling fires, very well made.
The boss was cool, but i have a suggestion: when he shoots fire, cover the Cannon button, or people won't understand what to do (simply dodging).
The ending was a little poor, maybe you can add a mini Cave escape, where you exit from there and you meet that old man again.

5 :star: ! And i was your 700 play

F4F: Please try my new level: Mm Squad's Christmas Mission: "Protect the Pack!", it in the Cool Level thread on LBPC

Thanks a lot! I appreciate the comments. I will get to your F4F as soon as I can.
2010-01-16 07:07:00

Author:
galacemiguel
Posts: 179


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