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Desert Junk

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Desert Junketernal_rengade
No story, pure platforming. There are two races. Junkyard/Mechanical themed. Small/Medium sized level.
all
So I finally released my first "Actual" level. Definitely the best so far. I recieved some help from konniksanders and flippy3007 if I remember correctly. They added/altered the beggining of the second race and helped choose some materials to be used in the level.

So anyways I would appreciate some feedback and I wanted to use the f4f system because it seemed very fair and I am more than glad to express my opinions!

2009-12-19 00:55:00

Author:
eternal_renegade
Posts: 35


Hey there!

I tried your level and it's a decent attempt indeed if this is your first full one. The platforming was solid throughout and I liked how score bubbles were used to steer the player off the course leading to the finish line. Aside from the placement of the first race start gate (which was right at the level entrance, giving a party of players no time to prepare at all after entering a level) there's nothing wrong with the gameplay of the level. Well done there!

What I think you need to work on are the visuals - not only purely to make the level look better, but to enhance the gameplay experience as well. First off, the level is way too dark for a platformer, there were points where it was unclear whether I'm on the right path at all, it looked so abandoned. Also, at certain points the addition or the tweaking of camera zones could help a lot. For example, at the point where you descend down towards the second race finish line, you can't see a thing below you because the camera limits your view. There was also some weird camera action right after the first finish line, if I recall correctly, forcing the camera to a section of the level that has already been traversed and is of no relevance any longer. You also might want to revisit your choice of materials for the platforms. Rectangle-shaped brown sack ledges that are almost hanging in mid-air don't really look all that good, they're better used as larger walkable surfaces as opposed to platforms. Adding some lights and stickers to highlight walkable surfaces could also help some, for example at the jump pads where I was certain I was going to die in the red gas, and only by accident did I find out that it wasn't an off-limits area at all.

The jeep ride at the end felt really boring compared to the two fast-paced races preceding it, I personally would've added a third race that stops at the scoreboard to make it a true classic platforming level, it would certainly do it more justice than waiting a minute in a car to get to the finish line.

To sum it all up: if you'd go through the level only bearing the visual aspect in mind, and looking at how you can aid the player in the races with visual clues and adding some atmosphere to the level in the process, this could be a very solid all-round effort. As it is now, it's a lovely platformer with sub-par visuals. With this in mind I'm rating it :star::star::star: for now, but I'll up that to four gladly if the aesthetics get some kind of overhaul. Keep it up, though, platformers are great!
2009-12-31 13:12:00

Author:
sny
Posts: 144


Haha, believe it or not, I was thinking about adding a third race. While out of ideas, I decided to go with the car.
But now with some new knowledge with working on many other levels (especially those working with other people) I am sure I have the ability to go further with this one. I will definitely take your review under consideration as well.

I liked how score bubbles were used to steer the player off the course leading to the finish line.

I really didn't know if anyone was going to get this lol. If you go after some of them, it can also reduce your score lol.


First off, the level is way too dark for a platformer, there were points where it was unclear whether I'm on the right path at all, it looked so abandoned.

Very helpful. As it works out, what the developer thinks is cool, or thinks something isn't challenging enough probably isn't true. Have to always keep the players in mind.

------
Thanks for the review, this information will be of great help!
2010-01-06 04:24:00

Author:
eternal_renegade
Posts: 35


I didn't have the same problem with darkness, but I've learned to mistrust the Darkness setting generally - anyone with a really nice television will generally have their gamma set for movies, which tend to be a lot brighter than games. So yeah, the problem is on the player's end sometimes...but authors aren't the ones giving out stars and tags.

I had a lot of fun, but I do have a suggestion. You're building with the grid turned on, I can see that - so how about making a 1-small-grid-tall, metal underside to the grabbable platforms on the way up in the first race? I use R1 to stick tricky jumps, but that actually killed me a few times when I grabbed what I wasn't trying to grab.

I agree about the truck sort of...being. Even a couple of glass slides would work there. I'm not the type who says a level must last X long.

4 stars and an author heart. I heart authors on potential, and I want to see what you do next.
2010-01-06 15:17:00

Author:
coyote_blue
Posts: 422


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