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A Bark In The Dark v.1.1 (Hard) and (Easier version)

Archive: 34 posts


A Bark In The DarkRangerZero
Sackboy was taking his dog for a walk but looks like he should have a bought a dog chain because all of a sudden the dog ran away. This is how his new adventure started. Sackboy followed the dog's tracks and ended up in a cave... A very special cave.
all
This level is intended and strongly recommended to be played in single player mode. It's also harder than what the general LBPer expects. It's nothing extreme for those difficulty specialists out there either mind you. I'd say the level is hard because that's what I expect most people to think of it. Or should we say it's for "experienced LBPers"?

Update:
There is now some "Easier version" right beside the Hard one. This is for a more general LBP audience.



Points of interests:

- A truly multi-path level.
- A sidekick for sackboy!
- Multiple secrets to find.



Hints:

While your sidekick will talk to you along the way and suggesting you to do stuff, if you're stuck you probably want to grab some brownish green fabric around to proceed. Also, this is not a level where you rush in. It's definetely that level made for exploration and taking your time. Anyhow, you'll notice soon enough that rushing through the level here doesn't work. lol



Screenshots:


http://i454.photobucket.com/albums/qq262/RangerX_photos/ABIDDoutside.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/ABIDDspongousrocks.jpg

http://i454.photobucket.com/albums/qq262/RangerX_photos/ABIDDRollinrock.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/ABIDDmushrooms.jpg

http://i454.photobucket.com/albums/qq262/RangerX_photos/ABIDDfirepits.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/ABIDDcavewalls.jpg


Video with all the secrets!! (valid for both versions)

http://www.youtube.com/watch?v=E2DwdpjAAFo



Have fun! Please don't shy on feedback

.
2009-12-12 06:55:00

Author:
RangerZero
Posts: 3901


amazin loved the bat. how did it follow you? Fun and looks really good2009-12-12 13:13:00

Author:
Unknown User


This is an INCREDIBLY innovate level in many ways. I've played it 4 times now and have yet to tire of it. The way the "sidekick" follows you around and brings you light works well.

I think the thing I MOST enjoyed is something that is unusual in a LBP level - I could see caches of point bubbles that I really wanted.... but had no idea how to get. There is always a reason to try the level again, and I kept finding cool ways to get into areas that I had not seen in the prior playthrough. Absolutely BRILLIANT design.

Yes, it's difficult, but I didn't find it frustrating at all... and the feeling of dread when you walk up to the edge of a drop trying to see ahead just enough to know if its safe was priceless.

I honestly could not find any negatives gameplay-wise to this level - and I tried pretty hard. You've created an experience that feels unique.

The only thing I would mention at all is to do some slight corner editing on some of the square-edged platforms to give them a more cave-look. But that's fairly minor and subjective.

145.62 stars and 64.5 hearts! It's levels like this that make you realize there is still ground to cover in LittleBigPlanet!
2009-12-12 13:21:00

Author:
CCubbage
Posts: 4430


I had a really fun time playing this level, the bat that follows you is one of the best thing I've seen in this game (it reminds me of Black Doom ).
The multi-pathing is great and adds a really high replay-value, and the level itself is a nice challenge - but not so hard as you say; the only thing I'd change are the grabbable rocks, the dissolvable walls and some other platforms that are too regular and looks too much out of place, and the auto-activating checkpoints, that sometimes make life too easy.

Overall 5/5 and a heart, I'll be sure to play it again, since I found only one secret ?_?

For F4F, https://lbpcentral.lbp-hub.com/index.php?t=t=19800
2009-12-12 13:58:00

Author:
Shadowheaven
Posts: 378


I don't have time for a full review of this level, but I played a couple of days ago and I can't recommend it enough. It's great fun and so perfectly captures the multi-path concept. You feel like you have free roam, but at the same time you are still carefully led so you don't end up endlessly looping or getting lost. Very well executed IMO.

Go play it!
2009-12-12 14:12:00

Author:
rtm223
Posts: 6497


Now this is a game I could get lost in! Multi-path, using something as simple as light as an obstacle, a great-great player following device! Point bubble-caches. A lost dog. All these simple pieces add up to so much more. Great use of the paintanator... A thinking mans obstacle course... I do not think it hard at all, the scent of challenge is in the wind though...

and my absolute favorite part was the platform/grab horizontal mover... That mechanic could be a whole timed race obstacle course... In fact it may just be my next level...
2009-12-12 14:45:00

Author:
Gravel
Posts: 1308


That mechanic could be a whole timed race obstacle course... In fact it may just be my next level...

I'd be genuinely curious to see that!

2009-12-12 15:21:00

Author:
RangerZero
Posts: 3901


Can't wait to give it ago. I'll give you some feedback 2009-12-12 15:23:00

Author:
KQuinn94Z
Posts: 1758


Gameplay: My friend, this is one of the most fun levels I've played in LBP. The replay value is humongous! I've been playing it for about an hour now . The level design is ingenious, and I think I've found most of the secrets that are offered. Every time I went down one path I got too curious about the other ones so I had to go back! I'm about to get the top score, as soon as I can do it without dying.

Visuals: Incredible. I feel like I'm really exploring a cave, and the tedium of the darkness just makes every edge so suspenseful. The background illustration is evidence that you spent a lot of time on this level, and you really gave us something to look at.

Puzzles and Secrets: The secrets really make this level really over-the-top amazing. The camera angles are positioned perfectly so you can just glimpse the secrets enough to get tantalized. I'm thinking I've found all of them... but who knows? I'll keep looking .

I'm definitely going to keep replaying this level until I can get it down pat. You've created a level that is genuinely replayable. Congratulations on that.

I gave it Five Stars and a Heart.

If you get a chance, check out my levels. They certainly don't stack up next to yours, as they're my first two levels, and I'm pretty new, but I could use the feedback!
2009-12-12 16:10:00

Author:
Lieufa
Posts: 62


Got your invitation pm- funnily enough, I had just come back from playing this level when you sent it, so it was kinda pointless to send. ah well ^-^

Anyway... brilliant level. Five stars and a heart. Not much else to say, loved everything about it- the exploration and having multiple paths most of all. Was a bit short, but that may have just have been my route... I did have trouble with the last puzzle on my route through it (it was the grabbing the giant sponge to jump on a small sponge to fling you up past the firey thing- the last part going up, you know what i mean the one going up not right... meh doesn't matter, was good regardless).

One thing that did bug me: you had to jump to grab the sponge pillars to move them, then jump off before you get to the bottom because you get squished if you stay on them. Probably unfixable in it's current state because of LBP physics, but doesn't matter, this is still an awesome level, and one i'll probably actually play again to find other secrets :arg:
2009-12-12 16:20:00

Author:
RockSauron
Posts: 10882


One thing that did bug me: you had to jump to grab the sponge pillars to move them, then jump off before you get to the bottom because you get squished if you stay on them. Probably unfixable in it's current state because of LBP physics, but doesn't matter, this is still an awesome level, and one i'll probably actually play again to find other secrets :arg:


Indeed not fixable. See it as Sackboy using his own weight to drag the thing down.

.
2009-12-12 16:34:00

Author:
RangerZero
Posts: 3901


I played this last night. When I read the title/description and saw that it was labeled "hard" I was worried (as my platforming skills are on par with those of a petrified lump of... well anyway...), but as I played the level I really enjoyed myself.

As others have said, the true multi-path design on this is brilliant. I feel like I could play it 100 times and not know for sure if I've found every nook and cranny (did you pay Mm for extra thermometers??).

The tracking mechanic is wonderful and works so well, both as a gameplay device and as a character (loved the bat and his narration). And I must reiterate the opinions given above... the narrow scope of visible light makes the whole experience amazing - dramatic, suspenseful, challenging, and a visual treat.

I only found one secret, so I must return and keep hunting.

If you're reading this and haven't played it, go now! We'll wait for you.

:star::star::star::star::star: , hearted, and tagged Brilliant and Multi-Path
2009-12-12 17:59:00

Author:
v0rtex
Posts: 1878


(did you pay Mm for extra thermometers??).


Oh great, looks like I won't have to make a Vortex switch!
But you know what's REALLY wierd? I dunno if it's me getting ridiculously thermo effective with experience but believe it or not I still have HALF the thermo on this level.

I don't even know if having this much thermo left is cool or shameful. lol

.
2009-12-12 18:23:00

Author:
RangerZero
Posts: 3901


I was looking forward to this and I've just played it.

Good beginning, and some good obstacles. And the bat following me everywhere was brilliant.

It was a tad strange that some bolts were invisible and others weren't. But this is probably me being a bit picky.

Overall, I think I found this a bit overwhelming. Having choices on where to go is great, and of course, you've titled this level as 'hard'. I just got the feeling that it was more a test of how much difficulty you could throw at the player, rather than it being merely challenging. Players who enjoy difficult levels will relish this, but after a half dozen tries it got a bit tedious for me, I'm afraid.

The rotating platforms with spikes was challenging, and I died quite a few times. I persevered, jumped into a tunnel where there was a sponge wall or door. I grabbed it and it started to lower, and I was immediately squished. So back I go to the rotating platforms again. Repeat.

Maybe I'm being a bit harsh. Seems like a whole load of effort went into this, and it's certainly not bad in any sense of the word. It was just a bit disappointing to me that every time I seemed to be making progress, yet another 'obstacle of almost-certain death' would confront me straight away.

Like I say, some will relish this relentlessness. But not me. Sorry.
2009-12-12 20:56:00

Author:
MrsSpookyBuz
Posts: 1492


the paintinator look out of place in the one part of the level with the wall with a paint switch on it, i maybe use a normal switch and make it raise a stone gate. i never went in that bit thou so it might have to do with a section. aslo id corner edit the cave ground to look more bumpy(like a jackofcorse level). id also conrer edit the ferris wheel platforms and make the bolts on them visible2009-12-12 21:01:00

Author:
Unknown User


It was a tad strange that some bolts were invisible and others weren't. But this is probably me being a bit picky.


I fixed that. Tks to tell me because some of them really weren't meant to be seen

.
2009-12-12 23:06:00

Author:
RangerZero
Posts: 3901


Played this earlier and thought it was very well done. The first time, I went straight for the exit without knowing any better, I took a beeline for it and didn't look back. I was shocked at how short it was, haha. Then I noticed that there were multiple paths a secrets to look out for, so I played again.

I got stuck for 10 minutes at the vertical, grabby fling section (with the fire popping out of from the wall). It was downright frustrating to fail and then have to lower the big platform only to fail again. The fire was not really necessary there, or could you at least make it so that once the platform is lowered, I don't have to keep doing it over and over when I fail.

I noticed a section where there could be potential problems, but I was lucky. In the paintinator platform parts, you have a checkpoint, but no paintinator. If someone dies, are they rendered stuck? It would seem like it.

Did you end using that tracker I sent you, or did you come up with one on your own? Also, the paintinator platforms worked really well! As did the grabby platform puzzle that wants to go left, but you must progress to the right.

I got pulled away, so I'll have to visit it again.
2009-12-12 23:17:00

Author:
comphermc
Posts: 5338


I noticed a section where there could be potential problems, but I was lucky. In the paintinator platform parts, you have a checkpoint, but no paintinator. If someone dies, are they rendered stuck? It would seem like it.

Did you end using that tracker I sent you, or did you come up with one on your own? Also, the paintinator platforms worked really well! As did the grabby platform puzzle that wants to go left, but you must progress to the right.


Oh my!! Big overlook on my part I say. There definetely need a paintinator on that checkpoint. If at all possible because I doubt I can put a paintinator right in front of the checkpoint. I will definetely look into a solution.
Can we take a paintinator that is behind a checkpoint maybe?

As for the tracker, I used one I found searching in the game. By Lady Wolf. It was tracking really far and was extremely stable so I just went along with it without thinking more

.
2009-12-13 00:17:00

Author:
RangerZero
Posts: 3901


A paintinator can be right in front of a checkpoint if the checkpoint is raised a TINY bit - I do it like that in the Splat Invaders levels - Just glue a tiny piece of dark matter to the checkpoint, raise it a bit, and put the paintinator on the ground in front if it.2009-12-13 02:07:00

Author:
CCubbage
Posts: 4430


This is a really cool cute concept. The beginning was really great except not sure about the invisible wall. However, I really liked the scenery and looks like you have really stepped up your game with the fun visuals you had there. The level itself might enjoy a bit more decoration, but I could be torn on that as it could ruin the clean cut platforming.

I enjoyed the exploring and 'prescribed' free flowing environment you have. It was fun creeping back along a path the opposite way on a replay. Didn't expect that and was pretty cool. In fact some of the cool discoveries were from falling off of this or that and landing down into another area!

Some of the platforming is a bit difficult here and there and found my discovered points to go plummeting down much as my sackboy towards yet another wicked demise. However, I didn't feel it unfair and completely worth a few more return trips through the level to improve my score and look for the secrets.

I really liked that bat. That was just funny and the tracking worked great. The entire premise of having to wander through the level just because you lost your dog. Priceless.

5 stars and a heart.
2009-12-13 04:52:00

Author:
jwwphotos
Posts: 11383


Hiya,

Great idea for the level. No idea How you got the bat moving so smoothly. The multiple paths work really nicely although because you can die in one route then respawn in another it can get quite disorientating.

Er... I think I just fell through the level onto the exit - I'm not sure - It might be what you intended, but it doesnt feel right. Just after the 'grab the hessian' train, there was a small rise in the ground, I went up it then walked behind the stone and dropped onto the bone by the exit. Like I said - that might be deliberate but it felt very strange.

The platforming sections were very good. Tricky, tough to master, but fun enough to keep the player interested and wanted to keep going through the level. Graphically... its a lot of stone... but it's inside a cave so that's what it should look like. The use of cave paintings and interesting shapes keep the visual interest. The 3D glitch mountains looked really nice at the start.

Please could you F4F 'the peculiar pine of puzzlewood' - link in sig.

Adi and Clarie
2009-12-13 08:31:00

Author:
TheAdipose
Posts: 533


Just republished with the gate and the paintinator fixed.

.
2009-12-13 09:25:00

Author:
RangerZero
Posts: 3901


Wow how have u got soooooo many people giving reviews of ur level? I posted mine up this morning but im failing to get that many responses! Anyway time to check out the level! Why not try mine... its next to urs on page 5 (cool pages) called Planet X!


Edit: Ok checked out the level... was pretty well made. I liked the fact that the bat followed me everywhere. Great player tracking- although i did go out of its range once and was left wandering around in the dark a bit! I took the upper route (im guessing there's a lower one too) and didn't find it too tricky. The level was pretty short too, would have been nice to have a little more play time.

Overall a very good effort and 4 stars!

For f4f please play (you can probably guess)- Planet X
2009-12-13 14:30:00

Author:
ladylyn1
Posts: 836


I played this, and I really liked it. How did you get the bat thing to follow you everywhere you went? That astounded me, never seen it done before!
As for the level, I have no complaints. Very nice looking, a nice storyline, and all the obstacles and mechinisms worked very well. But seriously, you have to tell me how you did that bat followy thingy!
That made the level for me, and I gave it :star::star::star::star::star: and a heart!
Nice job!

If you wanna F4F, : The Mine (https://lbpcentral.lbp-hub.com/index.php?t=t=18967)
2009-12-13 16:08:00

Author:
standby250
Posts: 1113


I took the upper route (im guessing there's a lower one too) and didn't find it too tricky. The level was pretty short too, would have been nice to have a little more play time.


Well, its sort of the point actually. The level is "short" but it's about exploration. You should try ot play it and find the 6 secret places (you have an indicator at the scoreboard to see how many you found). So yeah, just playing through it to finish it = 5 mins. If you do everything it garanty you a good 20 mins. With this design I thought that player could choose how much time they want to invest.

Oh and I will totally play your level. I love your work in general. See ya in a few.



I played this, and I really liked it. How did you get the bat thing to follow you everywhere you went?

I will point you to the level where you can get that tracker I use. It's pretty well done. Watch your pms soon.

.
2009-12-13 19:22:00

Author:
RangerZero
Posts: 3901


Very fun. It must've taken me about 45 minutes to find every nook and cranny. But a good amount of that time was from the one part I didn't, like the bottom ending path, the one comphermc mentions



I got stuck for 10 minutes at the vertical, grabby fling section (with the fire popping out of from the wall). It was downright frustrating to fail and then have to lower the big platform only to fail again. The fire was not really necessary there, or could you at least make it so that once the platform is lowered, I don't have to keep doing it over and over when I fail.


After taking that path 3-5 times, it was getting on my nerves having to do that part over again. Maybe you can make the first one flingy sponge long enough to reach the ground then you can get rid of the rising stone. Oh and maybe have that sponge on a winch you grab at the end of that part directional, it sometimes got extra hard having to shoot extra high on the flingy part because I forgot to lower the sponge on that.

I also fell through the level at the part where the rolling stone is, i wind up a layer behind it sometimes (somehow) then fall through the ground (though this can easily be fixed by putting something that kills you down there.)

I couldn't believe I was able to record every secret and every area (except the paintinator platform part) in under 10 minutes.

http://www.youtube.com/watch?v=E2DwdpjAAFo
2009-12-14 07:22:00

Author:
JKthree
Posts: 1125


After taking that path 3-5 times, it was getting on my nerves having to do that part over again. Maybe you can make the first one flingy sponge long enough to reach the ground then you can get rid of the rising stone. Oh and maybe have that sponge on a winch you grab at the end of that part directional, it sometimes got extra hard having to shoot extra high on the flingy part because I forgot to lower the sponge on that.


When I first designed the level on paper, I wanted alot more of those vertical grabbing stuff. But after making one or two I realised how finnicky and touchy this is to set and actually hard to play. Now, I didn't completely changed my plans but just tried to make the last part of the bottom section as easy as possible. Actually, the wall grabs can throw you all the way up in one bounce, it's just that it needs some "get used to" from the player --- wich I'm not sure I like.

You know when you make a level and there that little part that you're not competely happy with but you realise it anyways? It always comes back and bite you down the road. I am still not happy with this part and might make it easier. Probably a second grab sack on a winch that will be available after you climbed out of that path once. This way, if people are going back in the down there they won't have to make an effort to climb a second time.

Also, THANK YOU MUCH for the video. It's really cool. As for the falling behind, the layer change seems to not be 100% perfect, it's quite impossible to fix. This seems to happen everywhere but its rare. I don't think there's much fix I can do outside putting some gaz down there so the player respawns. I think I will fix that too. tks for your feedback

I will add the video in the first post!

.
2009-12-14 15:12:00

Author:
RangerZero
Posts: 3901


Ok here's a round down of fixes I made in the last couple of days:


- Made so the last text bubbles (besides the leaderboard) appears in the right order when you come from the upper path.
- Lighted up the "Secret Found" sign.
- Added a mini-room with keys for my other levels.
- Put the grab sack in "direction" mode so it drops back down after you climbed from the bottom path.
- Put a couple of switches to invisible.
- Ajusted one of those triangular rotating platforms that for some reason didn't to stay in synch with the others after a while.
- Added gaz to the bottom of the level in case someone falls there.


I think the whole thing is pretty solid now. In any case, please tell me of any problem and I'll try to fix/improve.

Have fun. Try to beat the top score. You can reach something like 39k there.

.
2009-12-15 04:25:00

Author:
RangerZero
Posts: 3901


Bravo!! I loved it! The bat was amazing! I got to the end and saw that I had found zero secrets! I will play this again! I played through the whole level thinking that the bat would try to eat me in the end! I was surprised and relieved in the end, to say the least!
My only criticism relates to style and preference. I think the dog is too tall, lol.

Fantastic level! congrats on the spotlight, it is well deserved!
2009-12-15 15:54:00

Author:
Aselrahc
Posts: 185


Update:

This thread is now both for feedback on:

- A Bark In the Dark (hard)

- A Bark In The Dark (easier version)


I invite everyone that thought the hard version was too hard for them to try the easier one. The bottom path is still the hardest but it is also the one that changed the most. Especially the last part that is now a jetpack precision movement room instead of those wall grab propulsion things...

Any feedback is welcome.

2009-12-18 05:30:00

Author:
RangerZero
Posts: 3901


Hey Ranger,

I played the easy version tonight. I had a great time once again. I do have to say though, that there are a few spots that I think a lot of players would say are by no means "easy".

I wasn't able to finish it though... and here's why. I actually did get to the scoreboard. I got there via the top section. But when I came around to the left of the scoreboard and was reading the final text talking to my puppy... I noticed a little bridge to the left and I followed it. Well I found a whole other section of the level that I had not played. And I discovered the paintinator "carts" that move when you shoot 'em. Anyway... at some point I made it back around to that same point... only now I had already moved all the paint-activated platforms and there was no way across. Stuck with no way out, I eventually quit the level. If there was some way you could reset those platforms, or make it impossible to cycle back to that place once you've activated them, it would probably be good.

But aside from getting stuck, I did actually find (then lose again) my dog, and I had a fun time of it.

:star::star::star::star::star:
2009-12-18 05:59:00

Author:
v0rtex
Posts: 1878


very cool level 2009-12-20 21:08:00

Author:
Xeno_Destroyer
Posts: 72


Hey RangerZero! Again, thanks for your reply to my level.

Now what's to say that haven't already been said? Heh, i'm not sure to be honest, but I really like your level

I really only have positive things to say. Loads of multiple paths, great follow tech, cute story, great characters and pretty good dialogue ('It's been a while since we had monkeys in here' - put a smile on my lips hehe... actually think you're missing "since" in the sentence far as I remember)

Overall great level. The pacing is good, and the difficulty is fair (I'm talking bout the hard version btw). There's loads of stuff to do, and you most likely won't see everything on your first, 2nd or even 3rd playthrough. Thumbs up!

The sponge after the monkey comment killed me twice, that's about all the "negative" stuff I have to say about this.

Anyways - great level, worth the play. Sorry that I can't give you more ideas or point at something thats not working, but heck - it's just good

:star::star::star::star: + hearted

Btw played your Ultra Beginners and Girlfriends at 4 in the morning yesterday. That heart guy is, sorry to say, one ugly cake, but **** I liked him hah. Probably one of the ugliest characters i've seen in LBP, and that's in a good way "HMMRM" "AAAH" - Good stuff!
2009-12-21 00:12:00

Author:
Its-me-mnB
Posts: 12


Btw played your Ultra Beginners and Girlfriends at 4 in the morning yesterday. That heart guy is, sorry to say, one ugly cake, but **** I liked him hah. Probably one of the ugliest characters i've seen in LBP, and that's in a good way "HMMRM" "AAAH" - Good stuff!

hahaha this is awesome. You know why? This is exactly his purpose. I wanted an ugly character in a cute level so it creates a contrast who would either create discomfort or make children laugh. That's also why he's always underlining that he's good looking lol. He's ugly and full of himself lol.

.
2009-12-21 01:16:00

Author:
RangerZero
Posts: 3901


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