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The Cog And The Pendulum

Archive: 13 posts


The Cog And The PendulumShadowheaven
Help sackboy in this adventure featuring an old clock, avoiding getting squished between the cogs and jumping on clock hands.
all
I'm back! This is probably the first level in which I managed to put a good visual style; it's not a very difficult level, but it requires a lot of timing - its name is taken from Mario 64's Tick Tock Clock.
I had to cut out a couple things, but I'm happy with the final result; I encourage constructive criticism, and as usual I'm going to do F4F, but please be clear about which level you want me to give feedback for.

There's one known flaw with the spring platforms, but it's is lag dependant and appears only when playing multiplayer :

Thanks to OmegaSlayer for beta testing.
2009-12-12 11:15:00

Author:
Shadowheaven
Posts: 378


Man this is a HARD Level
i died a thousand times and got frustrated and didnt finish the Level

positive:

- cool jumpn run
- great visuals
- i like the Level badge

things you need to improve

- more and more fair checkpoints
- signs! (arrows, where you need to go)
- less pendulum swing areas, really, they are getting annoying

Overall 3 Stars
but if you change what i suggested, i could make 4 out of it

F4F:
https://lbpcentral.lbp-hub.com/index.php?t=t=19589&page=1
2009-12-12 12:46:00

Author:
TOBSn08
Posts: 143


Hiya

Sorry to say but I agree with TOBS. This level is too hard with too few checkpoints. If you want to make the level this tricky - fine - but then you need checkpoints literally every few steps. Cos once I get past something nasty, I dont want to do it again.

I loved the use of cogs and inner workings of the clock. The lighting was nice. Sometimes it wasnt clear which way to go, but that was ok cos its fun looking for the way forward.

The candles werent fun because sometimes I would swing into them by accident just before a checkpoint and have to repeat. The pendulums kept getting tangled into each other and then its hard to progress.

I finally quit at the end of a long string of pendulums with a fast moving cog at the end. I got killed by the candle, and the cog, and some gas that I didn't see before. ..and everytime the checkpoint took me all the way back to the first pendulum.

I like hard levels, especially ones that have patterns - like yours does. I vastly prefer clever jumping to mindless shooting... but this one is too hard for me sorry.

Please could you return the feedback with "the peculiar pine of puzzlewood" in my sig please.

Adi
2009-12-12 18:09:00

Author:
TheAdipose
Posts: 533


I just played your level right now and I enjoyed it. I suggest you republish it multiple times during the 7 first days because that's the only way you'll get many people to play it.


Pros:

-Good visuals. It does the job and puts you where you need to fell you are

-Your platforming and contraptions are simple yet effective.

-You made an otherwise boring hanging grab sack sections interesting since you had bubbles on them

-I like the precise jumping on those blocks held by springs

-I love those arrows when you need to drop a layer and grab them so they move. It's the "drop to grab" part that makes it special/interesting. It's hard to really make the layer changing rules interesting and part of the gameplay.


Cons:

-Could use more themed materials that would make me feel even more into a mechanism. Decoration in general too. But I like I said, at least it does the job!

-God it took me long to locate the switch that was for slowing down the cogs in the grab sack section.

-I'd suggest to slow down the thing running after you by like 0.1 if possible. Right now it does go a tiny bit faster than sackboy. Extremely hard to not have at least one "cheap" death there.



Suggestions:

-Was that last past supposed to be rotating blocks? Those are rotating in the other parts of your level so I was expecting them as player to turn to. It's subjective here, you might intend that they don't turn of course.

http://i454.photobucket.com/albums/qq262/RangerX_photos/rotatingplatforms.jpg



-I would have made so here that we are squished by the cogs. Way more interesting to die like that than the gaz

http://i454.photobucket.com/albums/qq262/RangerX_photos/Squishingcogs.jpg


All in all a good level my friend. I had fun with it and thought it had a decent and evident difficulty level. You had visuals that were good enough and some little gameplay twist that keeps the player interested until the end. Keep up the good work!

:star::star::star: .5 ( I always give 5 stars in the game though in order to boost you against spammers)

.
2009-12-13 21:04:00

Author:
RangerZero
Posts: 3901


I must say, this level is difficult. VERY difficult. Perhaps even a bit too difficult... I couldn't even finish the level. However, the overall style and visuals were great. I love that classic platformer feel, and I definitely got it while playing this level. On some parts I was a bit confused on where to go, but I figured it out. The hardest (and most frusturating) part was with the multiple pendulum swings. I died atleast 30 times before finally conquering that one... consider lessening the amount of pendulums there. I gave up at the part where its a dead end... I assumed you needed to find a switch of some sort, but I just couldn't do it. Believe me, quitting was the last thing I wanted to do, because the level looked so great. Sooooo.....

Good:

- Visuals
- Mechanics
- timing with moving parts
- lighting
- use of gears

Bad

- checkpoint placement
- difficulty **I love a good challenge, but this is reeeally hard. I'm saying this for your own good, because most players will just get frustrated and quit.**
- repetitiveness

In conclusion, great level, a bit on the difficult side but still a well constructed level. :star::star::star:. (I gave 5 stars in-game for spammers) Good Job!
-----------------------------

The link to my lvl is in my sig:
2009-12-14 07:34:00

Author:
uncharted228
Posts: 30


hiya,

as requested, a re-review from me. I think this level was a lot friendlier this time around.

I definately apreciated the extra checkpoints and I saw a lot more of the level this time - #4 on the scoreboard - w00t!

I STILL really like the clock style - I think ur on to a winner there. The only bit that seemed out of place was the skulldozer section - what clock has that in it? Personally I'd remove that and have some sort of 'top of the clock' section - probably with big swinging bells in it! and maybe a clock face.

I DON'T like the springy brown squares with spikes above them. Makes me really tense and not really fun - but the one section where you took out the spikes and just let me bounce of them was great! - I suggest you repeat that throughout the level - its a nice break from all the death.

The section with grey springy pads was nasty. (the section with pad, spike wall, and spikes above) The pads don't always bounce (you have to be central) and the jump is unpredictable. I came close to giving up here. I would... remove the candles - cos I kept hitting them and bounce back into the spikes. Make the pads slightly bouncier, AND make whatever proximity switch that is controlling them slightly wider so I can still hit the edges and bounce off safely.

Other than that - the placement of bubbles is nice - I did start swinging for more of them once I saw I was climbing the scoreboard.

I also think this is underplayed. I would do some of the changes I suggested above (especially the pad fix and inclusion of bells!) and once ur ready republish in a new slot and republish once a day at busy times. I think this deserves more plays.

Might wanna mark it as hard though - and take out that desc about "this is my first good atmosphere level"

Hope that was helpful
Adi and Clarie
2009-12-14 19:27:00

Author:
TheAdipose
Posts: 533


I have to say, I'm surprised so many people are saying it was too difficult.

I didn't find it difficult, I just found a couple areas a little frustrating, but theyhad infinite life checkpoints so it wasn't 'hard' in any sense.

The first was the switch to slow the cogs. The speech bubble that shows you the switch didn't appear until I died and went back to the checkpoint. Maybe you intended for that to happen, but I spent ages grabbing and falling back and grabbing again those pendulums over and over before I eventually died. So it was a little annoying that I felt like I just wasted my time.

Next was the two stone springboards, which as a phrase on LittleBigPlanet, is a complete oxymoron. Springboards shouldn't be made of stone, as the different in weight between sackboy and the stone means you can't work up a rhythm and you just don't go anywhere. I spent AGES trying to make that jump from the second springboard to the moving pendulum, but between the lack of any kind of lift I was getting from the springboard that just wouldn't bounce when I did, and the horribly misplaced candle that burnt me every other leap, I almost quit the level there and then.
Luckily I tried one more time and somehow lept 5 times higher than before.

Lastly where the five proximity springboards interspersed with spiked walls. Again, as stone they didn't give much push, and I was trying to go one at a time and it just wasn't working, I didn't even have enough lift to hit the spikes, let alone clear them.
Again, by a total fluke I jumped onto the first board in just the right spot, which set me on an almost automated course from one board to the next, and I'm like "why the hell didn't it do that the first 8 times?"

It is a good theme though, and really shows that less can be more, however in some places that 'less' just didn't seem quite 'enough'.
I think it was the yellow sponges, and all the spikes.
You could have used a different colour sponge, something hat actually fit with the colour scheme, and perhaps spread the spikes out a bit, and have them vary in size. They don't really need to completely cover a wall/ceiling, so long as they cover most of it they'll do their job, and if you have some small spikes and some large spikes, not only does it mean the player has to think a little harder because they're more likely to hit the big ones, but it won't look so uniform and will give it a more organic/makeshift look.
2009-12-14 20:39:00

Author:
TheSeraphor
Posts: 73


Here is your requested re-review:

110% BETTER.

This time around was so much less stressful and frustrating, and the important thing here is the fact that I had so much more fun.

Better checkpoint placement!
Those wood blocks are no longer a pain in the a$$!
That switch is not nearly impossible to find anymore!
Impressive chase scene! Reminds me of the mines or Skulldozer or the mines tho... But still!

This level definitely deserves more plays than it has... and I mean that with the deepest sincerity. You obviously put an immense amount of effort into building this, and it shows. :star::star::star::star::star:, and a heart. Hope to see more great levels from you soon.
2009-12-16 21:18:00

Author:
uncharted228
Posts: 30


Your gameplay is nice and challenging, though often very chaotic.
I always like moving visuals because it makes the level breathe life.
But this level takes more lifes than it could ever breathe, its that hard.

I would suggest to add a bigger moment of "calm" between certain obstacles and the checkpoints.. since there are almost no calm moments its much easier to not pay attention to something and die accidentally.
Sometimes the candles you used get intothe way of your jump, making you fall down and die, happened to me quite a lot.
Also the 2d platform puzzle.. the platforms just move to slow.. way to slow.
One cannot control those platforms without killing the 2nd player over and over and over and over and over again.
to make things worse, the checkpoint is on the right, offscreen.
so you keep walking back an forth, back and forth occasionally dying because Sack didnt want to jump right because of the moving cog's.
Also the thirds platform of this 2p chalange moves into the wrong way, and often pushed off the sackboy because of this.
this would be solved by flipping its rotation.
but then again.. the whole level is not made for two players.
the camera gets dodgy, jumping from obstacle to obstacle is almost impossible because the camera keeps moving around.

so.. after dying a colaborate 101 times with my friend, I gave up the level somewhere after that 2p section.

If the level was a little less chaotic in visuals, and maybe a bit more user friendly I would enjoyed it a little more.

I think this level is worth playing (three stars) but the unforgivingness of the level, together with the dull overall visuals wont make it a 5 star level.

I think the author can do better, gameplay wise he is going the right direction, now visually wise and we will have some more levels we all will enjoy.

maybe if you have the time,
would you like to check out:
https://lbpcentral.lbp-hub.com/index.php?t=p=351782
2009-12-19 11:59:00

Author:
Luos_83
Posts: 2136


Oh...this thread went under my radar...maybe it was opened during one of my Hate LBP period.
I think that the whole idea is wonderful, the level has a good level of difficulty, still if Shadow wants to keep the idea and rearrange some stuff, thinking of a better thermo management, this could be spotlight material.
4 stars for me.
2010-02-12 06:18:00

Author:
OmegaSlayer
Posts: 5112


I looked for this level but it must've been deleted... too bad, it looked great & I love a challenging level, I prefer a tough level that doesn't constantly lead you by the hand & tell you where to go & what to do. You can't make everyone happy so just make something that makes you happy.2010-02-12 07:41:00

Author:
ApeCheese
Posts: 369


I deleted it and I'm actually remaking it from scratch - I did too many bad choices, and the whole level felt uncompleted, not to mention the chase scene, totally rushed. I'll republish it with a different style; This time I'll ask for a lot of testing, It hurts a little when people say they can't complete your levels 2010-02-12 13:26:00

Author:
Shadowheaven
Posts: 378


I never played the level so, I can't really gauge how hard it was but, whatever you do, don't emasculate your level by making it so easy that its impossible not to beat it. If theres something wrong with the design which results in cheap deaths then by all means redesign it but, if people are just crying over a little challenge, then the fault lies in them.2010-02-12 15:21:00

Author:
ApeCheese
Posts: 369


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