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Space Sack's Adventures: The Blue Planet
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Space Sack's Adventures: The Blue PlanetRangerZero Space Sack is our famous astronaut exploring the universe. Wait, you didn't know him? Well, now you do. Space Sack is really good at his job but he's really unlucky. Today Space Sack is attempting to land on "Blue Planet", a name his tremendously imaginative mind gave to it after noticing the blue color of that globe. Points of interest: -Mild difficulty. Accessible for most people. -Progressive gameplay. Gain new abilities along the way. -I tried to surpass myself with visuals. -Alot of secrets to find. -Water. -Custom backgrounds. Screenshots: http://i454.photobucket.com/albums/qq262/RangerX_photos/SSadv01.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SSadv04.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SSadv02.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SSadv03.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA01.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA02.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA03.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA04.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA05.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA06.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA07.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA08.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA09.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA10.jpg A trailer from our buddy TheAdipose! Really cool click here to watch! (http://www.youtube.com/watch?v=KIaI7QkMcu4) As I said up there, I tried to surpass myself visually with this level. No screenshot can really do justice to the level so I hope you'll go play it. No screenshot can do justice because there's alot of stuff moving everywhere you go. This gives a more animated feeling to the level and it's an integral part of the visual style I wanted to create. Another thing I am trying here is to give a sense of progression through gameplay. The level is almost multi-path and the more you proceed, the more abilities you gain. Turn on your prize collection options, have fun, and don't shy up on feedback! | 2009-12-28 09:42:00 Author: RangerZero Posts: 3901 |
Looks/sounds good, will play. | 2009-12-28 10:42:00 Author: TripleTremelo Posts: 490 |
Visuals: The atmosphere of the level was exceedingly beautiful. I enjoyed just stopping to look at the scenes, instead of running through. The custom background really immersed me completely in the level, and I liked that. You also made extremely good use of lighting. Gameplay: This is a pretty complex puzzler - I really like the elements of different genres you brought in here. The abilities system was nice, but also I think a lot of players will be turned away by community items. I didn't have time to do a full complete. I just found the bomb sticker, and was intrigued by it, but had to turn away. I'll give a full try soon, later today. Story: Again, just like your last level, there wasn't enough story filler in the middle. At the start there was an introduction but I forget what I was running around for. I felt pretty misguided. If you get a chance sometime, return the feedback! I'll be playing your level a few times, and I'm sure I'll beat it eventually. | 2009-12-28 12:30:00 Author: Lieufa Posts: 62 |
Story: Again, just like your last level, there wasn't enough story filler in the middle. At the start there was an introduction but I forget what I was running around for. I felt pretty misguided. Yeah well, I don't like stories in platformer games. I always give a goal and mini-background but that's pretty much it. I love stories in games but in the genres of games where it belongs. I like how Mario Bros is basically "someone is kidnapped and you have save them". It's extremely basic and non-intrusive. I might try a level with a style where I would put more story in it though. I have alot of different levels sleeping in the back of my mind. . | 2009-12-28 17:22:00 Author: RangerZero Posts: 3901 |
UPDATE: - Made the bridge more apparent (added cam and sounds) This should offset the possible confusion as to know where you're supposed to go once you gain a certain ability. - Got rid of that switch to move a pillar section in the palace. This should again offset certain people's confusion. They were wondering what the switch was doing. I hope this makes the experience better. | 2009-12-28 20:41:00 Author: RangerZero Posts: 3901 |
Fun level! Took me awhile to figure it out and I helped Beta test this one! LOL!! Really nice looking level and love the upped attention to detail on this one. I enjoyed the fun little water bits as well as all the secrets to discover. The puzzles were really enjoyable as well. ...though I did waste quite a bit of time not realizing that some secrets would be had AFTER a certain ability was added!! So forgive the few choice words I had for you while I was attempting to drag a certain emitted block up a certain ramp. LOL!!! I was able to post a pretty decent score, but still didn't get all the secrets! Wow.. I was pretty sure I had them too, but I think I am missing like 2 or 3. 5 stars and a heart! | 2009-12-28 21:43:00 Author: jwwphotos Posts: 11383 |
Played it, and it was very good! Great visuals, lighting and atmosphere, mostly in the first part ! The shapes and the scenery were simple, but clean and good looking. I liked the tree forest in background! After that first section though, I was a little suprised to suddenly enter an egyptian temple... maybe a kind of "dark alien temple" would have fitted better, but it's just my opinion The gameplay and puzzles were good and smartly done. A little challenging, as I had a hard time figuring out what to do and in what order, but in the end, everything becames clearer, and I also managed to find many secrets! (not sur I found them all though) I also liked the fact that there was some underwater parts! Great work ! :star::star::star::star::star: | 2009-12-29 00:10:00 Author: dajdaj03 Posts: 1486 |
Yeah - I guess I'm not as bright as the rest... I couldn't get past the area I was in back when I playtested this for you (wasn't that a long time ago, or is it just me?). After I get the bomb sticker and use it once, I am stuck. I stuck with it for about 10 minutes, trying to figure out what to do next, before I just gave up. Sorry man, I think you're going to get hit pretty hard because of this. But maybe I'm just thick. Also... when you are trying to figure it all out, having to time out multiple sticker emitters over and over again really gets annoying. Had it been a stranger's level I'm sure I'd have quit much earlier. Anyway... :star::star::star::star: cuz it looks great and what I played worked well. | 2009-12-29 05:40:00 Author: v0rtex Posts: 1878 |
Yeah - I guess I'm not as bright as the rest... I couldn't get past the area I was in back when I playtested this for you (wasn't that a long time ago, or is it just me?). After I get the bomb sticker and use it once, I am stuck. I stuck with it for about 10 minutes, trying to figure out what to do next, before I just gave up. Sorry man, I think you're going to get hit pretty hard because of this. But maybe I'm just thick. Also... when you are trying to figure it all out, having to time out multiple sticker emitters over and over again really gets annoying. Had it been a stranger's level I'm sure I'd have quit much earlier. Anyway... :star::star::star::star: cuz it looks great and what I played worked well. Well, I guess it can't please everyone but let me unblock you: Notice that the bridge is made of the same "cracked" look as that door you could blow up. When you pass on the bridge the camera pans out and also shows you a sign with an arrow pointing down the water + its making a crack sound... I'm sorry, I tried everything to get it noticed without spoiling it directly to the player by a text bubble. You simply need to blow up the bridge and proceed. I hope you can have another try | 2009-12-29 05:48:00 Author: RangerZero Posts: 3901 |
Well, I guess it can't please everyone but let me unblock you: Notice that the bridge is made of the same "cracked" look as that door you could blow up. When you pass on the bridge the camera pans out and also shows you a sign with an arrow pointing down the water + its making a crack sound... I'm sorry, I tried everything to get it noticed without spoiling it directly to the player by a text bubble. You simply need to blow up the bridge and proceed. I hope you can have another try Duh - this makes perfect sense now. I tried for some time when I was on the bridge to figure out how I was meant to follow that sign. lol Yes, I will try it again... I'd like to see more of it, frankly. EDIT: Yep that made all the difference, though I still only found 6 of your secrets! I must replay tomorrow and see if I can locate the others. At one point I was re-spawned back under water and thought I was trapped, but I eventually figured out the elevator (nice job including that, BTW). Very good level Ranger, I'm sorry for my rant earlier (though I still worry about your ratings when the slow folk such as myself, and the kiddies, get their hands on it). :star::star::star::star::star: and tagged Puzzler. | 2009-12-29 05:53:00 Author: v0rtex Posts: 1878 |
Ranger, you're on a roll! | 2009-12-29 14:31:00 Author: OmegaSlayer Posts: 5112 |
Looks good - im going to try it soon. | 2009-12-29 14:44:00 Author: theCooper Posts: 72 |
Finally played it all the way through last night - excellent! This level definately has that classic adventure feel to it that I've loved for years (Out of this world or Flashback anyone?). The emitted blocks worked well - they dragged around nicely and were solid when jumping off of them. The strange creatures and design worked well for an alien planet, and the way you positioned the secrets and additional point bubbles was fantastic! (didn't realize I was going to get a jetpack later so I thought at first putting bubbles in an area where you had to commit suicide to get them was cheap... great stuff!) I, for one, loved the exploding bridge puzzle... although I realize it will probably be beyond many young players to figure it out. Maybe a bit more light on the bridge material so you can see more clearly it can be blown up? Maybe also with a crack in it or something? One thing that puzzled me a bit was at the very beginning when he said something like "oh great! just my luck" (maybe not those exact words...). I wasn't sure why I was supposed to be upset after landing on the planet. Was the ship malfunctioning, or did I land on purpose? Great level - played through it twice. 31.2 stars and a heart! | 2009-12-29 14:58:00 Author: CCubbage Posts: 4430 |
Nice level, good job I liked the soothing atmosphere and the...the cute spirits, haha ! Also, I liked the low grassy ceiling, I felt like how was in a room, it's quite comforting. However, I haven't been able to complete it yet. I've met the...um, monster - I guess - , who's hungry, then...I got stuck. :star::star::star::star::star: + a heart (it doesn't deserve only three stars...) | 2009-12-29 16:03:00 Author: Oddmania Posts: 1305 |
At one point I was re-spawned back under water and thought I was trapped, but I eventually figured out the elevator (nice job including that, BTW). Hmm, tks for mentionning this because I do not want the player to respawn down there when the water is up. I will fix this One thing that puzzled me a bit was at the very beginning when he said something like "oh great! just my luck" (maybe not those exact words...). I wasn't sure why I was supposed to be upset after landing on the planet. Was the ship malfunctioning, or did I land on purpose? Cool that you like the level Sack says that when he lands because the door is toward a cliff. Also because the scoreboard is the opposite way. Maybe he should tell more or different things in that bubble? suggestions? Nice level, good job I liked the soothing atmosphere and the...the cute spirits, haha ! Also, I liked the low grassy ceiling, I felt like how was in a room, it's quite comforting. However, I haven't been able to complete it yet. I've met the...um, monster - I guess - , who's hungry, then...I got stuck. :star::star::star::star::star: + a heart (it doesn't deserve only three stars...) Yeah well, 3 stars is what you get nowadays as soon as your level makes the player use their brain even so lightly or when there's a even just a tiny little bit of challenge in your gameplay. :/ . | 2009-12-29 17:55:00 Author: RangerZero Posts: 3901 |
Yeah Anyway, could you please help me, I'd like to complete it ! So, I feed the " forest spirit " , then...What should I do ? | 2009-12-29 18:29:00 Author: Oddmania Posts: 1305 |
Sack says that when he lands because the door is toward a cliff. Also because the scoreboard is the opposite way. Maybe he should tell more or different things in that bubble? suggestions? Maybe something like "Hey, Cool Planet! Maybe I should take a look around?". When you jump down he could still say what he does now. | 2009-12-29 18:32:00 Author: CCubbage Posts: 4430 |
Maybe something like "Hey, Cool Planet! Maybe I should take a look around?". When you jump down he could still say what he does now. But this removes his reaction of being unlucky because he's going to throw himself down a cliff. Unless maybe I make a bubble where he shouts while he falls (with a cut-scene cam fo the bubble and cam stays up there and Space sacks falls down. What do you think? I'm gonna mess with this a bit more and see what happens. Yeah Anyway, could you please help me, I'd like to complete it ! So, I feed the " forest spirit " , then...What should I do ? Well, when you feed the dude he will give you a prize and this will tell you explicitely what to do after. . | 2009-12-29 19:32:00 Author: RangerZero Posts: 3901 |
UPDATE: - Added a sign in the palace so people will notice the grab sack better. - Added text when you meet the forest spirit since the new bubbles permits it. - Beginning is changed. It's better orchestrated and with a bit more text. Flows better. (tks CCubbage) | 2009-12-30 02:44:00 Author: RangerZero Posts: 3901 |
This level goes directly to the top spot amongst Ranger's stuff. Really cool atmosphere, nice open world gameplay. | 2009-12-30 07:01:00 Author: OmegaSlayer Posts: 5112 |
This level goes directly to the top spot amongst Ranger's stuff. Really cool atmosphere, nice open world gameplay. It is easily in my top 10 probably 5... That this level is 3 stars only proves my point... that as a community we dont overly go out of our way to help our friends and neighbors, really makes me feel like I've been earning those three stars lately... Anyway, good for you Ranger, you fixed one of the few things I didn't really care for-- it was so small, i didn't mention it--but, a lot of us would die for an opportunity to visit far off distant places... including off-world. With so little text in place I never really understood the 'bad luck' comment... now i do. While I'm at it... really nice rocket exhaust! Really great level! | 2009-12-30 07:45:00 Author: Gravel Posts: 1308 |
Anyway, good for you Ranger, you fixed one of the few things I didn't really care for-- it was so small, i didn't mention it--but, a lot of us would die for an opportunity to visit far off distant places... including off-world. With so little text in place I never really understood the 'bad luck' comment... now i do. While I'm at it... really nice rocket exhaust! Really great level! Good. I think that the mind of Space Sack is expressed better at the beginning now. Did you notice that I gave the forest a tad bit more background when you feed the dude with light pollen? | 2009-12-30 18:14:00 Author: RangerZero Posts: 3901 |
Played this again tonight - I like the changes. I found all but 2 secrets this time. I think I like this level better every time I play it. | 2009-12-31 06:13:00 Author: CCubbage Posts: 4430 |
This level is unearthly but soothing (in a good way). It's a place out of the blue that never seems to be hostile. I would gladly take a trip there. Still I have to see the changes. | 2009-12-31 07:43:00 Author: OmegaSlayer Posts: 5112 |
I really liked this level although it's tough. I like having to figure things out and explore. There were a few places where I think I died too much but I mentioned those to you in PM. I've made a trailer for this level which you are welcome to distribute to promote your level. Video: Blue Planet Trailer (http://www.youtube.com/watch?v=KIaI7QkMcu4) Hope you like it. I thought Bowie was appropriate here. Adi | 2009-12-31 08:47:00 Author: TheAdipose Posts: 533 |
That's a great video. jess sayin' | 2009-12-31 17:01:00 Author: v0rtex Posts: 1878 |
I finally managed to finish the level yesterday and just wanted to say what a great experience it was. I loved the beautiful and mysterious atmosphere you created for the planet, lovely use of muted colours, great lighting and custom background. (It reminded me a little of Moomin Valley and some of its inhabitants, lol! That's a compliment BTW, in case you were wondering!) I love levels with puzzles and secrets and so I really enjoyed that aspect of the level too. I thought the concept of power-up abilities was an excellent idea and cleverly done, though, as with others in this thread, I spent some time trying without success to do things too soon. That red button at the entrance to the temple had me gnashing my teeth for a while. Once the penny dropped, though, it was great whizzing around with the jetpack ?solving? all the problems and looking for secret places. I appreciate your frustration with those who rate low simply because they can?t work everything out in the first two minutes but I hope it doesn?t put you off making more levels with this sort of challenge in them. The level really was outstanding and I am looking forward to having another go at it, as there are still a couple of secrets I missed. Five stars and a heart, needless to say. | 2010-01-01 09:35:00 Author: shropshirelass Posts: 1455 |
Great level, gameplay and visuals both high quality. I got stuck at a few places, like when you're supposed to go back and blow up the bridge, that took me awhile to figure out. But when I figured it out that's what made the puzzle rewarding, so I'm not sure if you should make it any more obvious. Most relativley patient players will figure it out, it's just the vast majority of players aren't, so they quit. Only 80 people out of like 2,000 finished your level, so it's too hard for the mainstream apparently... Nothing to really do about that except practically remove the puzzle elements, which isn't really an option. 4 stars, hearted. Also, I really liked the use of water. | 2010-01-01 15:33:00 Author: TripleTremelo Posts: 490 |
The level really was outstanding and I am looking forward to having another go at it, as there are still a couple of secrets I missed. Five stars and a heart, needless to say. And I noticed you had some good score there! Only 80 people out of like 2,000 finished your level, so it's too hard for the mainstream apparently... Nothing to really do about that except practically remove the puzzle elements, which isn't really an option. Yeah indeed it's not an option. Well, my levels are never really "mainstream" anyways. I care more for some more hardcore gamers like the people on this forum for instance. . | 2010-01-01 21:10:00 Author: RangerZero Posts: 3901 |
Great level as usual + I really liked the moving walls + Loved the atmosphere + Loved the non-linearity + Loved your creatures - It's quite easy to get lost and miss the point, it was not always clear where I needed to go next (Maybe it's just me). For example, I spend a lot of time trying to reach some platform but it was a secret zone, when all I needed to do was to destroy the bridge. Maybe you could put some dialogue the first time you cross it. 5* and a <3 | 2010-01-02 04:41:00 Author: carno Posts: 24 |
I had a thought, maybe when you first cross the bridge, have it break a bit. Or just add a cracking sound effect and emit some rubble falling down. It won't mean anything at the time, but once you get the bomb sticker to blow up damaged pieces, players might easier think 'hey, that bridge could probably be blown up..." | 2010-01-02 07:43:00 Author: TripleTremelo Posts: 490 |
I had a thought, maybe when you first cross the bridge, have it break a bit. Or just add a cracking sound effect and emit some rubble falling down. It won't mean anything at the time, but once you get the bomb sticker to blow up damaged pieces, players might easier think 'hey, that bridge could probably be blown up..." It would never stop I think. I gave the player lots of cues for the bridge. If I make it any more apparent it's like defeating the purpose of my level. I WANT people to figure things out. Even that "R1" sticker on that bouncing platform is too much in my humble opinion but I placed it there on feedback. There's multiple cues for the bridge right now: -Camera pans out to show you there's a way up and a way down. -A sign with an arrow is pointing you the way under the bridge. -The bridge is making crackling sounds when you cross it. -It's having the same texture as the bomb-able wall. If I add more, I fear to cross the line between leaving the player figuring things out and holding them by the hand. So I don't know what would truly be the best solution for the bridge if really there's a problem. :/ | 2010-01-02 15:42:00 Author: RangerZero Posts: 3901 |
Very great level, the puzzles were very nicely done, but it could of used more platforming. I like how the name "Space Sack's Adventures" leaves room for more levels to be created. Right? | 2010-01-03 07:20:00 Author: Unknown User |
I found all but 1 of the secrets and grabbed first place! One thing I found while hunting for the last secret (which, obviously, is pretty well hidden!!!) - The plant spitting out "light" - when you get the jetpack and fly up at this location, you can fly right out of the level and see the mechanics.... which is pretty cool and probably would have been a great place for an additional secret . The great thing about this game is that I keep enjoying it more and more each time I play it. | 2010-01-03 14:33:00 Author: CCubbage Posts: 4430 |
Very great level, the puzzles were very nicely done, but it could of used more platforming. I like how the name "Space Sack's Adventures" leaves room for more levels to be created. Right? Yeah well, that's exactly what I did. I left myself room for making this a series just in case. Right now I'm having a couple of ideas for starting a new level but I don't know yet if it would fit the Space Sack's Adventures. I found all but 1 of the secrets and grabbed first place! One thing I found while hunting for the last secret (which, obviously, is pretty well hidden!!!) - The plant spitting out "light" - when you get the jetpack and fly up at this location, you can fly right out of the level and see the mechanics.... which is pretty cool and probably would have been a great place for an additional secret . The great thing about this game is that I keep enjoying it more and more each time I play it. Cool! I saw your great score yesterday. I wonder wich secret you missed. I should have named them or something. About that jetpack problem, you know what? I've been playing with Morgana yesterday and she showed me exactly that. I am going to fix it today. . | 2010-01-03 16:29:00 Author: RangerZero Posts: 3901 |
Loved the start of the level, the great lighting and pieces like the light plant really did give it that other-worldly quality. The beginning is 5 star stuff. Now for the things I didn't think worked as well. I'd lose the cupcake...you can make a better mushroom, the black lines didn't go with the soft-look of everything else. Instead of "cool, alien plant-life" my reaction was "Mmmm cupcakes." It's difficult to tell what the most recently emitted item is from the light plant...took me 4 attempts...maybe upping the lifetime is in order? Can kill yourself getting score bubbles that are a piece of cake on return trip w/jet pack so there's no point trying to get them until the return trip. Arrow under bridge is confusing when first encountered, it tells me to go down but I instead have to go up until I get something much later on. Switch to egyptian theme was abrupt and unexpected. This area worked and I enjoyed the block puzzles but visually it didn't hold up to the start. I found 5 secret areas and will have to play again to find the rest. I flew around a good portion of the time with a yellow "coin"...is it supposed to do something? Anyway, a fun level, 4 stars. | 2010-01-04 00:21:00 Author: fullofwin Posts: 1214 |
It's difficult to tell what the most recently emitted item is from the light plant...took me 4 attempts...maybe upping the lifetime is in order? Can kill yourself getting score bubbles that are a piece of cake on return trip w/jet pack so there's no point trying to get them until the return trip. Arrow under bridge is confusing when first encountered, it tells me to go down but I instead have to go up until I get something much later on. Switch to egyptian theme was abrupt and unexpected. This area worked and I enjoyed the block puzzles but visually it didn't hold up to the start. Yeah well, I can't make as great visuals as you do. I think you also have valid concerns there but what is bolded really is intended. The cam pan out show you that you can both go up and down. It's then up to the player to figure out how. All the other ways are blocked therefore it's evident you need to go up. As for the bubble at the beginning, it's clearly a tease. It's when you grab the jetpack in the way back that you go "oh so that's how I grab those". What I wanted to do with this level (and failed in certain regards) is to make a level where the player must observe, think and remember stuff. Use his brain. I didn't want to hold his hand. But most player aren't used to this in LBP so it's kinda hard to make them swallow the style. Or maybe it me being a bit negative for nothing, I dunno. . | 2010-01-04 00:42:00 Author: RangerZero Posts: 3901 |
I enjoy the "figure it out" level...it's a real shame this level has only 3 stars it's a 4 or 5 surely. My complaints are really minor as I never got stuck or didn't know what to do next. Your background at the start is fantastic and reminded me a bit of Patapon. The problem with the score bubbles isn't that you have to figure out how to get them,,,I did get some of them...but then there was no way back up...too late to figure anything out then. Also you don't really solve anything specifically to get them, you just play the level and eventually get the jet pack...it's too easy to get them then...and it's the same solution for them all... As for not holding the players hand...you kinda did, That's what I didn't like. The R1 on that column really hurts the visuals...some more subtle clue would have worked better...I don't know what would make me grab...maybe it shouldn't be a grab switch at all and just a prox sensor, like the skelly teeth in PotC? For the bridge...it would be better with no arrow and like someone suggested chunks fall off when you cross it...or you blow up similliar stuff when you first get the sticker, etc. | 2010-01-04 01:51:00 Author: fullofwin Posts: 1214 |
As for not holding the players hand...you kinda did, That's what I didn't like. The R1 on that column really hurts the visuals...some more subtle clue would have worked better...I don't know what would make me grab...maybe it shouldn't be a grab switch at all and just a prox sensor, like the skelly teeth in PotC? For the bridge...it would be better with no arrow and like someone suggested chunks fall off when you cross it...or you blow up similliar stuff when you first get the sticker, etc. That sticker irks me too but I did put in on feedback. At some point I had to make the level a bit more friendly. I prefer to have a "grab-bounce" platform with a sticker on it than having simply a platform that bounce by itself. I mean, I didn't want to dimisnish, simplify the gameplay ideas I had. I prefer to find a way to communicate them to the player. As for the bridge, if crumbs falling = bomb this, I would need to respect that rule with everything that can be bombed. I don't see how effectively make crumbs falling from a wall. Here again it's a tuff call. There's many indications for the player to notice the bridge and since seeing the way down + a card + the texture of the bridge + crackling sound leaves many player stuck already, I judged that those player would probably be blocked anyways if I added crumbs. 3 stars is what you get for basically having a level stepping just a little outside the norm. I don't really mind it though. The people here liking the level and the feedback I receive is already gratifying enough for me to continue to create and always try new concepts. . | 2010-01-04 01:59:00 Author: RangerZero Posts: 3901 |
You should be very happy with this level...it works and it's a lot of fun. I really should have given it 5 stars to offset the undeserved rating...I can still give my actual rating here...I think this is what I will do from now on! I shouldn't be so stingy with the 5 stars given what ends up on cool pages...it's time to fight back! It would be very interesting to see how some of my favorite Mm story levels like the bunker would fare had hey been release as a user level, 1 star and rubbish is my guess. I really don't know why so many people are unwilling to attempt a fair challenge in a community level. You're absolutely right, the only place to get any real feedback from people that can appreciate the effort it takes to make a level is here! | 2010-01-04 02:15:00 Author: fullofwin Posts: 1214 |
Excellent level! I think you really excelled in all categories. The visuals had a kind of cute-creepiness, and the backdrops blended with level very well. the bubbly, cloud-like trees had a nice funky look. I don't quite understand why there's a temple section that well, but that's not a bad thing to have either. In regards to story, I think that you did enough good work with visuals to allow you a simpler story, and I believe that's a good judgment call. Not all levels need a sophisticated, detailed story if the visuals are good enough. The game play was good, however I got quite frustrated with the the the grab platform that springs you up, and the other 3 people I was playing with quit the level over this. Also, maybe make the stickers look a little different from one another. I got a little confused at times, but this could have been because of my dying Standard Def TV losing some sharpness. All in all, good work. :star::star::star::star::star:/5 With the f4f, if you can find someone to play against, I'd like you to try Happy Buddy Battle Show (Version 1) (https://lbpcentral.lbp-hub.com/index.php?t=t=20758). If you can't find an opponent, that's okay. no need for feedback then. | 2010-01-04 03:11:00 Author: TheLawnStink Posts: 98 |
Really thought this stage was awesome Zero. It actually felt like a Little Big Metroid of sorts. Wasnt expecting the ancient temple area either... then again you never know what to expect on an unexplored planet. The R1 jump platform did take a little getting used to, but once you get the mechanics down, it works fine. Looking forward to more Space Sack adventures. | 2010-01-04 07:21:00 Author: Teknoman Posts: 9 |
Hi Ranger Just played this - here are my thoughts. Loved the intro and the atmosphere of the planet. The first time I played it, I collected the bubbles by simply jumping (plane-shifting) and then popping myself! Oops! The second time I played, I waited for the jetpack and got them on the return journey! I loved the mushroom cut outs, too! I didn't mind the transition between the outside planet and the temple setting, which looked okay to me. I worked out the puzzles without many problems, and zoomed all the way back to the ship. Another mistake by me! - when I saw I had found only 4 secrets and had missed 5! I'll have to play it again to search for ones I missed. An enjoyable, solid and quite original level. Well done | 2010-01-04 14:59:00 Author: MrsSpookyBuz Posts: 1492 |
Ok, so I had a play through and here are some thoughts Loved the atmosphere and the beginning of the level being right next to the exit...had me scratching my head a bit at first. I like many others, for some reason, just didn't connect the outside environment with the temple puzzels...I didn't hear the cracking bridge due to the bubble noise and while I saw the sign to go down knew I couldn't do it yet so I didn't even try (I assumed it was for later) When I got the Bomb sticker (don't know why I didn't think of the bridge...but I didn't) I worked that temple over good...to no avail! I loved the design of the planet (didn't like the gas boundries...but understood them) Loved your sticker power ups!!! I thought they were well done and a very clever idea! After you told me about the bridge all went well but I still missed 2 or 3 of the secrets. 5 Stars and hearted! *Thanks for playing and commenting on mine* AJnKnox | 2010-01-04 17:06:00 Author: AJnKnox Posts: 518 |
It wasn't a open world as your other levels but **** was it fun (and just a little bit of challenging). I played this today with another player and it was a total blast. The level looked awesome but I really think that the Egypt part is way, WAY out of place. I kinda broke the level down for me Don't be afraid I still loved it. The best part is going back to the beginning. Just fantastic. But when I saw that I only found 3 out of 9 secrets I was shocked. You seriously need to show me where the rest is. :star::star::star::star::star: & heart | 2010-01-04 18:27:00 Author: blizzard_cool Posts: 752 |
The game play was good, however I got quite frustrated with the the the grab platform that springs you up, and the other 3 people I was playing with quit the level over this. You need to really just tap R1. Real quick. You can also pump a couple of jump for maximum height. About the multiplayer, when I warn in the description of the level that it's a single player level, it means I don't mind the possible problems if you're like 3 or 4 people. Kind of boring of people only playing with other people but I decided to not take time to consider all possible player configurations. I actually do this to save time, testing, and to have a some more freedom with my concepts. I hope it was still playable with 4 players though. Logically it should. If to the contrary you love multiplayer levels that are made to be multi and can't even be played single, try my mini-game "Dig It". Really thought this stage was awesome Zero. It actually felt like a Little Big Metroid of sorts. Wasnt expecting the ancient temple area either... then again you never know what to expect on an unexplored planet. The R1 jump platform did take a little getting used to, but once you get the mechanics down, it works fine. Looking forward to more Space Sack adventures. Actually it wasn't out of place in my head since even in Metroid/Knytt you can discover areas looking like Earth temples, kinda egyptian/maya stuff. But I can see where people are coming from if they thought its out of place. An enjoyable, solid and quite original level. Well done I'm glad you enjoyed. 5 Stars and hearted! *Thanks for playing and commenting on mine* AJnKnox I really need to go play your series actually. But when I saw that I only found 3 out of 9 secrets I was shocked. You seriously need to show me where the rest is. :star::star::star::star::star: & heart I was thinking of making a guide video of the level but I changed my mind. Ain't it more fun to replay the thing and explore? | 2010-01-04 20:11:00 Author: RangerZero Posts: 3901 |
Sorry its taken me ages to get round to playing this Ranger, I had a blast through it tonight and loved it. The colours and design for the alien planet were superb, they really popped out of the screen (it did remind me of Another World and Flashback actually CCubbage). The gameplay and puzzles fitted in really well with the theme you were going for, and, well it was great fun from start to finish. It would have been nice to have a secret tracker on there, so you knew how many you had found at the end, might encourage a few more replays from perfectionists ***** and hearted. | 2010-01-04 21:54:00 Author: GruntosUK Posts: 1754 |
It would have been nice to have a secret tracker on there, so you knew how many you had found at the end, might encourage a few more replays from perfectionists ***** and hearted. Well, there IS a secret tracker right beside the leaderboard . | 2010-01-04 23:02:00 Author: RangerZero Posts: 3901 |
Lol, I honestly never noticed. I should pay more attention when I hit that scoreboard. Sorry about that | 2010-01-04 23:24:00 Author: GruntosUK Posts: 1754 |
Here's a second and last bunch of media for the level. Enjoy. Go play it if you haven't already http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA01.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA02.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA03.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA04.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA05.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA06.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA07.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA08.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA09.jpg http://i454.photobucket.com/albums/qq262/RangerX_photos/SPA10.jpg | 2010-01-08 01:42:00 Author: RangerZero Posts: 3901 |
Yees ! I finally found my way through your level But now I've got stuck in the Egyptian temple After blowing the wall up... Anyway, even if I prefer the part in the forest, it's an awesome level, you did a great job ! | 2010-01-10 13:06:00 Author: Oddmania Posts: 1305 |
Yees ! I finally found my way through your level But now I've got stuck in the Egyptian temple After blowing the wall up... Anyway, even if I prefer the part in the forest, it's an awesome level, you did a great job ! You need to blow up the bridge now in order to continue. | 2010-01-10 15:51:00 Author: RangerZero Posts: 3901 |
Hey! Congrats on the spotlight man! Well deserved! Here's a thought on the bridge, as much is still being made about how to identify it for the player... I too was very confused by the arrow, and spent an inordinate amount of time trying to figure out how to follow it. Perhaps either: A) Don't show the arrow until after the bomb sticker is obtained, or B) Animate it in some way (a simple wobble bolt for instance) after the bomb sticker is obtained. I would avoid a cut-scene as that would just give it to them, but I think if I came back later and saw an arrow that wasn't there before... Just a thought - that would at least work for mind mixed up little mind. | 2010-01-10 16:43:00 Author: v0rtex Posts: 1878 |
Hey! Congrats on the spotlight man! Well deserved! Here's a thought on the bridge, as much is still being made about how to identify it for the player... I too was very confused by the arrow, and spent an inordinate amount of time trying to figure out how to follow it. Perhaps either: A) Don't show the arrow until after the bomb sticker is obtained, or B) Animate it in some way (a simple wobble bolt for instance) after the bomb sticker is obtained. I would avoid a cut-scene as that would just give it to them, but I think if I came back later and saw an arrow that wasn't there before... Just a thought - that would at least work for mind mixed up little mind. Or... I was thinking a bit about this.... maybe when the player first walks by, have a bit of a crack in the bridge and have a few visible point bubbles below it. This would really peak the players interest and have them wonder "how do I get down there?" I think its a good puzzle the way it is, however sometimes if you want a player to want to solve a puzzle you have to dangle a carrot. Putting point bubbles would make them want to get there, and having a crack in the bridge will impress on them that it can be destroyed. I remember when I played it for the first time the bridge seemed inconsequential the first time I walked by it... even with the pointing arrow. Since you can't see very far below the bridge, it doesn't really impress on you that it would be an interesting place to go (which in terms of the classic adventures such as "Out of this World" is a good thing... but in LittleBigPlanet players have a very short attention span since they didn't pay money to play the level) | 2010-01-10 19:27:00 Author: CCubbage Posts: 4430 |
I'm thorn at the feeling that if I make it more evident I will simply give it away. Wich goes against the level goal wich is to make the player think, remember, explore. Really, I dunno if I should make this all more evident, I'm really wondering. :/ . | 2010-01-11 00:04:00 Author: RangerZero Posts: 3901 |
Actually, I'm not suggesting you make it more evident and destroy the puzzle, just give them a reason to want to get down there. Most good puzzles start with giving the player a problem to solve, and then provide the answer after. It's up to the player to put 2 and 2 together. All I'm saying is - when the player walks by the bridge give them a reason to figure out how to get down there. Then, later when they get the bomb they may put the pieces together. | 2010-01-11 19:20:00 Author: CCubbage Posts: 4430 |
I'll try and see tonight about adding some crumbles that would fall from the bridge when you pass on it. Only thing I don't like is that I will not be able to respect this rule for the rest of the level. The rule implied would be "something that can be blown up is already crumbling". I can add bubbles down there too. I might actually just add bubbles... . | 2010-01-11 21:27:00 Author: RangerZero Posts: 3901 |
I played this one about a week ago, and I just wanted to leave a small comment. I loved this level! The difficulty was just right, and I thoroughly enjoyed the puzzles. Also I really liked the looks of this one. Great work!!!! | 2010-01-12 21:58:00 Author: smasher Posts: 641 |
I played this one about a week ago, and I just wanted to leave a small comment. I loved this level! The difficulty was just right, and I thoroughly enjoyed the puzzles. Also I really liked the looks of this one. Great work!!!! Sorry I didn't get back to you earlier. It's cool that you liked the level. Did you find all the secrets? Drop me a line when you'll have a new level out. I'll return you some feedback. | 2010-01-18 05:47:00 Author: RangerZero Posts: 3901 |
Hi Ranger, I'm returning feedback but I have just only a few nitpiks, they're minor issues I faced (except for one) that doesn't have ruined the pleasant experience. I liked the general look of the level, it reminded me of really old platforms game I played when I was 8 (that was 1985!), like they were brought back and upgraded with HD. So, good one, cool level, nice atmosphere and all that stuff to praise you, but it's not the important and interesting part, wich is, in fact, what gone wrong... because something did. You know I really love levels where you have to explore and backtrack beacuse you opened a new passage that you couldn't go before, and I give you kudos for having designed a good one, though I can argue about the sticker switches. I personally don't like them very much when I'm forced to collect community stickers, I once saw a better use of them in an rpg style level (I don't remember the name, but it's quite old) that used common decorations to do the trick, but the switches were active only after you collected the 'fake' prize bubble (a system similar to the power up system I used in Legend of a Hero 3, if not identical). It's very easy to implement, it's only a perm switch, but you replace the dissolve material with a prize bubble with the mag key attached to it, plain and simple, but effective. Unlikely from yours, this system force the player to collect the 'prizes' again during replays. (Now I'm assuming this because I played just once, so forgive me if I'm wrong) The minor issues from above are related to traps and jumps; some of them, like the spikes between the grabbable wheels, have come like all of a sudden; and the same is applied for the gas surrounding the playable area (when you got the jetpack). THIS caused me to break the level and prevented me to continue my play after all the (cool) secret areas. See the thumbnail attached for a better picture (lol) and keep in mind that the game camera do not shoot at gas (and flames), but I was gadding around carrying the 3rd key while I stumbled into gas and, in the failed attempt to avoid death, I definately lost the key forever (ended in the middle of a gas field). For this I woul'd have preferred invisible walls a tad before the gas to stop my flight without killing me and without letting see the void. Some hidden bubbles (the ones placed in the hole, at the beginning) are a little deceiving, I have jumped down with no trepidation eager to raise my score, only to realize there was no turning back... alive I mean... For what I remember (it's 22:48 and I'm pretty tired due to job) that's all. Overall I really liked it, 5 <3 | 2010-01-20 22:01:00 Author: Miglioshin Posts: 336 |
I personally don't like them very much when I'm forced to collect community stickers, I once saw a better use of them in an rpg style level (I don't remember the name, but it's quite old) that used common decorations to do the trick, but the switches were active only after you collected the 'fake' prize bubble (a system similar to the power up system I used in Legend of a Hero 3, if not identical). It's very easy to implement, it's only a perm switch, but you replace the dissolve material with a prize bubble with the mag key attached to it, plain and simple, but effective. Unlikely from yours, this system force the player to collect the 'prizes' again during replays. (Now I'm assuming this because I played just once, so forgive me if I'm wrong) I thought about actually using some generic decoration of stickers for my power-ups but there's 2 reasons why I chose to make mine: - I like as much custom stuff as possible. - I wanted to avoid the possibility a player doesn't have the sticker. I prefer to be absolutely 100% sure of what I am doing with the player. However, I didn't think your way to not cheat the power-ups on replay. I might just do it in some of my future works. But since LBP players are soooo short fused and don't replay levels much, I don't mind them "cheating" the second playthrough because they already have my stickers. Especially in a level of this nature, you might not want to go through all the steps again in a replay. THIS caused me to break the level and prevented me to continue my play after all the (cool) secret areas. See the thumbnail attached for a better picture (lol) and keep in mind that the game camera do not shoot at gas (and flames), but I was gadding around carrying the 3rd key while I stumbled into gas and, in the failed attempt to avoid death, I definately lost the key forever (ended in the middle of a gas field). For this I woul'd have preferred invisible walls a tad before the gas to stop my flight without killing me and without letting see the void. Actually you know what? I thought I did put a wall there so the key can't fall on the left. There's a bug where something you load up your level and your invisible dark matter disappeared. It must have happened there. I might fix it if I am bored. Some hidden bubbles (the ones placed in the hole, at the beginning) are a little deceiving, I have jumped down with no trepidation eager to raise my score, only to realize there was no turning back... alive I mean... Take this as a lesson on yourself lol. You've been deceived by your greed. Those bubbles are for the jetpack. | 2010-01-20 23:29:00 Author: RangerZero Posts: 3901 |
Yeah well, 3 stars is what you get nowadays as soon as your level makes the player use their brain even so lightly or when there's a even just a tiny little bit of challenge in your gameplay. :/ So true.. so true Yeah well, I don't like stories in platformer games. I always give a goal and mini-background but that's pretty much it. I love stories in games but in the genres of games where it belongs. I like how Mario Bros is basically "someone is kidnapped and you have save them". It's extremely basic and non-intrusive. I might try a level with a style where I would put more story in it though. I have alot of different levels sleeping in the back of my mind. See I have to respectfully disagree (unless I'm reading your post wrong - which is entirely possible). LBP is all about creating whatever you want to create - whether that be platforming levels, story levels, puzzle levels, technical showcases, bomb survivals (ugh), etc. So I wouldn't classify LBP as only a platformer game. In fact I think it has been classified as a new genre called "play, create, share." (mod nation racers is built on this genre as well). It is easily in my top 10 probably 5... That this level is 3 stars only proves my point... that as a community we dont overly go out of our way to help our friends and neighbors, really makes me feel like I've been earning those three stars lately... Sometimes I feel like people (kids, more than likely) give lower ratings because your level is better than any of theirs. I played a couple 4-star levels on the first Cool Page and I couldn't believe the lack of creative talent that was getting thousands of plays and hearts and 4 - 5 stars. I almost asked the one creator if it took him more than a day to create his level .. then decided I better not because he'll just come and give all my levels a 1 star rating I appreciate your frustration with those who rate low simply because they can’t work everything out in the first two minutes but I hope it doesn’t put you off making more levels with this sort of challenge in them. The level really was outstanding and I am looking forward to having another go at it, as there are still a couple of secrets I missed. I second that. I've come to realize that I create levels for myself, and for the people here at LBPC. Shropshirelass also commented on my level as well, and she's the type of player that I like to create for. Don't bend over backwards and make sacrifices that you don't want to make for people who need a little help. I say make the level exactly as you want it, and then provide help through a strategy guide or PM's if they need it. Only 80 people out of like 2,000 finished your level, so it's too hard for the mainstream apparently... Nothing to really do about that except practically remove the puzzle elements, which isn't really an option. Correct me if I'm wrong, but that's 2000 'plays', not 'people'.. and 80 'completions', not 'people'. Well, my levels are never really "mainstream" anyways. I care more for some more hardcore gamers like the people on this forum for instance. Exactly. As for not holding the players hand...you kinda did, That's what I didn't like. That sticker irks me too but I did put in on feedback. At some point I had to make the level a bit more friendly. I'm torn at the feeling that if I make it more evident I will simply give it away. Which goes against the level goal which is to make the player think, remember, explore. I'd say don't go against that goal. It's your level and as long as you like it, that's what matters And after all that, I haven't played your level yet but it definitely looks like something I will enjoy. I'll leave feedback shortly after I give it a try | 2010-01-21 19:01:00 Author: Powershifter Posts: 668 |
And after all that, I haven't played your level yet but it definitely looks like something I will enjoy. I'll leave feedback shortly after I give it a try LOL LOL I am dying here dude. I hope you'll like it after defending it so much! Try to find all the secrets | 2010-01-21 21:29:00 Author: RangerZero Posts: 3901 |
Sorry I can't give full feedback as I couldn't finish it. I'll give my very few pros and cons so far and then tell you why. + Clever puzzles and use of blocks + Good design ( albeit the temple section being a bit blocky but I haven't got far in that yet ) - Sticker collection - Spikes on a ledge where a wheel throws you up. That's a bit evil because you've no way of knowing they are there until you land on them. - The reason I couldn't finish : After blowing the wall up and walking through to the part with the Tutankhamun object and 2 vases nothing happened. I tried moving everything and slapping stickers down everywhere but it was still just a dead end. I could see a gap in the roof and when I was higher up in the previous section it looked like there was a round sponge up there but I had no way to get up there. I can only assume something went wrong. A shame because I like puzzles and think of myself as very good at them and was looking forward to the rest but I must have spent at least 30 minutes there before finally admitting defeat. | 2010-01-22 12:41:00 Author: mistervista Posts: 2210 |
You have to blow up the bridge. People aren't observant. There's a crack sound when you walk on it, the camera pans out + there's a sign pointing down under. I mean, I can't really blame you but the goal was to explore a little bit. Looks like this bridge is too obscure for most people! It makes me feel this level is a fail because I don't want the bridge to me more apparent, I want the player to remember and explore, I don't want it a straight forward level but a level for the players that like to figure stuff out. I added bubbles under the bridge though in order to titillate people a bit more but that was yesterday and I didn't publish that version yet... :/ | 2010-01-22 14:10:00 Author: RangerZero Posts: 3901 |
Finally finished it! Here's what I thought: Pros: - Loved the puzzles .. some were so obvious and I kicked myself for not seeing it right away - The secret areas were fun to find - Great custom background! - The level design is brilliant (ex: most of the platforming is done in the middle layer.. I won't say why, but it was a great idea) - I loved all the moving parts - it made the planet feel alive Suggestions: This doesn't quite make sense: "Now with this jetpack it's clear I'll be able to reach back my ship." I think you meant, "Now with this jetpack it's clear I'll be able to get back to my ship." In the underwater part (temple area), if you go down there a second or third time to explore (which I did), the water doesn't drain out. This forces the player to use some tricky moves with the elevator so they can get back up. - Small nit pick, but the level is called "The Blue Planet." Unless I missed something, I'm not sure why it was called the blue planet? - I'm not a fan of gas walls, but this is just personal opinion. Also: I found 8 out of the 9 secrets. I just couldn't find the secret that lights up the bottom middle on the secret board!! In fact, I was in 4th place until I died a bunch of times just trying to find that last one. I have 3 theories: The first is that I just simply over looked it. The second is that the light just isn't working. And the third is that I spotted something - while in the temple area, to the right of the room with the secret log with a light (1 of 3), it looks like there is another area but I couldn't figure out how to get to it. That could just be the level design and you might want to fix the camera angle or something to avoid further confusion. Overall: I thought this was a great level! It's perfect for the player like me who likes to explore everywhere and actually use his brain I gave it 5:star:'s and a heart! F4F: When you get the chance, please try my latest level, Celestia (see my signature for the showcase link). It's an exploration/puzzle level as well, however one thing you might not like is that it has a deep story to it. But if you play it, I just encourage you to take your time and explore everywhere .. and if the story interests you, I give the full background of Celestia in my showcase thread. Thanks! | 2010-01-22 14:24:00 Author: Powershifter Posts: 668 |
Nice finds Powershifter! I will look into the water problem. I've been fixing stuff without republishing yesterday so it's exactly a great time to fix things even more. I obviously wanted to water to go back down again so I clearly made a mistake. However, the lights for secret are all working fine. You must have missed one. Here's the 9 secrets if you want to know about them. Otherwise, don't check the spoiler. - 2 secrets are platforms in the sky, over the scoreboard. - There's a front layer platform in the leaderboard section, you simply drop down or fly there. - Underwater, where there's the fish and the wheels. - In the rocky part on top of the wheels. - In the central collumn in the forest, behing the trees canopy that serves as background. (reached from one of the platforms) - Bringing the 3 "coins" to the top of the temple (from the top right of the forest part) - Button revealing a secret room right at the temple's entrance - Secret room on top of the little where you blow up a wall to enter. | 2010-01-22 18:12:00 Author: RangerZero Posts: 3901 |
UPDATE: - Added bubbles under the bridge to make it more apparent you'll eventually have to go there. - Added a blocking wall so you don't push/drop the coin in the gaz by accident. - Water now rise back down again if you go down there a second time. - Removed some keys at the scoreboard. - Corrected some english errors. | 2010-01-23 11:09:00 Author: RangerZero Posts: 3901 |
Loved your level! One of the things that really stands out is how much everything is moving around. Motion is good! You can never have too much of that. The visual design was great; especially the outdoor natural environment. The puzzle elements were great, although there were times I wasn't sure which way I was supposed to go. Stuck with it, though, and found all the secrets too! Heart! | 2010-01-27 11:59:00 Author: DrunkenFist_Lee Posts: 172 |
You have to blow up the bridge. People aren't observant. There's a crack sound when you walk on it, the camera pans out + there's a sign pointing down under. I mean, I can't really blame you but the goal was to explore a little bit. Looks like this bridge is too obscure for most people! It makes me feel this level is a fail because I don't want the bridge to me more apparent, I want the player to remember and explore, I don't want it a straight forward level but a level for the players that like to figure stuff out. I added bubbles under the bridge though in order to titillate people a bit more but that was yesterday and I didn't publish that version yet... Oh ! Do you mean the bridge way back in the first area, the forest or jungle type setting or whatever it's meant to be? If so then that's why it's causing such confusion for people. That's in a totally different area. Usually in most video games when you've moved to a new area the previous one is over and done with and you can't return there again so I naturally assumed that I needed to find a way down there while in that area but I had missed it. When I got stuck in the temple I did consider very briefly trying to return to that area but when I went back to the big ledge you have to get up I just thought it was too treacherous to go back as there are some evil traps along the way and I just thought to myself "No don't be stupid, what's the point going back to an area you've already finished and was torture to get through only to die a load more times and realise it's something in the temple I'm missing". Therefore I naturally returned to the temple and continued to look for 30 minutes for something that wasn't there. I'm sure lots of other players have done exactly the same thing. I'm very good at puzzles but the problem here isn't solving a puzzle it's just human nature ( or rather video game player's nature ) to breathe a sigh of relief after getting through one area and to then forget that one and concentrate solely on the next area. It wouldn't hurt to let players know they must bactrack at that point because you wouldn't naturally assume that having just got a bomb sticker and blowing the wall out that was obstructing your progress that you would then have to immediately turn around and go back to 'continue'. You would think as I did that the blowing up of the wall was the thing that you had to do to continue. | 2010-01-27 12:51:00 Author: mistervista Posts: 2210 |
Oh ! Do you mean the bridge way back in the first area, the forest or jungle type setting or whatever it's meant to be? If so then that's why it's causing such confusion for people. That's in a totally different area. Usually in most video games when you've moved to a new area the previous one is over and done with and you can't return there again so I naturally assumed that I needed to find a way down there while in that area but I had missed it. When I got stuck in the temple I did consider very briefly trying to return to that area but when I went back to the big ledge you have to get up I just thought it was too treacherous to go back as there are some evil traps along the way and I just thought to myself "No don't be stupid, what's the point going back to an area you've already finished and was torture to get through only to die a load more times and realise it's something in the temple I'm missing". Therefore I naturally returned to the temple and continued to look for 30 minutes for something that wasn't there. I'm sure lots of other players have done exactly the same thing. I'm very god at puzzles but the problem here isn't solving a puzzle it's just human nature ( or rather video game player's nature ) to breathe a sigh of relief after getting through one area and to then forget that one and concentrate solely on the next area. It wouldn't hurt to let players know they must bactrack at that point because you wouldn't naturally assume that having just got a bomb sticker and blowing the wall out that was obstructing your progress that you would then have to immediately turn around and go back to 'continue'. You would think as I did that the blowing up of the wall was the thing that you had to do to continue. I think the problem is even deeper than that. If it was just a case of human nature not returning to a previous and different looking area, people would always get stuck in Metroid games afterall. I think the problem is that I couldn't make that part of the forest feel like a "central part" of the level, an intersection if you like. Something you remember and will want to go back to. Also, it seems particularly hard in LBP to trigger that exploration switch in people's mind without giving everything away. Maybe I gave myself a big challenge tackling this. But I am not done yet. I have other "metroid" levels dancing in my mind. I also think it's a matter of people not use to explore in the 4 directions (up, down, left, right). Having a level more horizontal will always be easier for people. Hence probably why people didn't give me the impression to get stuck this much in Sack's In the City and Sack's On The Beach per example. | 2010-01-27 15:21:00 Author: RangerZero Posts: 3901 |
Sorry I can't comment on the 'metroid' reference as I know nothing at all about that. Is that what the level is based on and would playing that have given me a better understanding of your level ? | 2010-01-27 16:25:00 Author: mistervista Posts: 2210 |
Sorry I can't comment on the 'metroid' reference as I know nothing at all about that. Is that what the level is based on and would playing that have given me a better understanding of your level ? Well, it's not based on it but one knowing Metroid games could see a similarily in the level's nature. Metroid games are games where the abilities you gradually learn/collect lets you explore further into the game's world but also make you go back into previous areas. It was linear games that appeared non-linear because of this. The portable Castlevanias also took that level design style and also Batman Arkham a little. | 2010-01-27 17:10:00 Author: RangerZero Posts: 3901 |
Hey, haven't played your level yet, will do when i get the chance. By the comments it sounds good and 5 stars. Can't wait! By the sound of it you're a good creator, so keep it up ! * By the way the picture failed to load up Keep creating ! | 2010-03-26 20:20:00 Author: Unknown User |
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Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.