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The Djinn Saga: Episode I

Archive: 16 posts


The Djinn Saga: Episode I (v1.3)JaydeTiger
http://www.lbpcentral.com/forums/picture.php?albumid=1095&pictureid=9886First episode in a story regarding evil djinns. Contains a variety of critters for stomping/painting. A flaming carpet riding evil fire djinn, neon jellyfish, man eating plants, and a two headed fire breathing dog.
all
http://www.lbpcentral.com/forums/picture.php?albumid=1095&pictureid=9887
This pooch is a wee bit grumpy ... and hungry.

http://www.lbpcentral.com/forums/picture.php?albumid=1095&pictureid=9888
My favorite part of the level (aside from the pooch), they look great underwater.

http://www.lbpcentral.com/forums/picture.php?albumid=1095&pictureid=9889
Audrey III's (kudos if you get the reference)

http://www.lbpcentral.com/forums/picture.php?albumid=1095&pictureid=9890
Crocogator ... plan to re-do these guys from scratch in a future update.

http://www.lbpcentral.com/forums/picture.php?albumid=1095&pictureid=9891
Static Eels ... shocking!
2009-12-28 12:49:00

Author:
Jaydetiger
Posts: 64


Visuals: The atmosphere of the level was great. I have to say my favorite part of the level visuals was the waterfall, shortly after the first turtle enemies. It was gorgeous! I don't really have any complaints because I really liked the way this level looked. Something clicked for me.

Gameplay: Some of the jump transitions seemed a bit choppy, but other than that it moved pretty smoothly. I can't say that it was a challenge, however, as I pretty much just ran through the enemies as if they were scenery. I found a weird part at the bottom of the "two switch" area where I kept getting killed by gas - right by the seashell. I was really confused here. The switch was in the "On" position, so I switched it "Off" and nothing happened. I then swam around for a bit and then switched the switch back into its default position, and then the bridge fell. Maybe it was just a one time bug? But I had to turn the switch off and then on again to progress, and it didn't make any sense to me. The Cerberus fight interested me a lot, but it had to substance to it. I got my paintinator and just stood far back and couldn't be hit by him. Don't be afraid to make the boss deadly! The Djinn boss was also quite easy to kill, but a little harder than Cerberus. I had a good time with the gameplay all in all.

Story: This had a great storyline - pretty original. It also sets up very nicely for more levels. I think you balanced platforming with story very well, without making the story interfere with the gameplay. I looked forward to the next in the series!

Score and Rank: 3, 929 and #2.
Rating: Four Stars.
Tag: Beautiful.

Oh, and if you get a chance, check out my third level! I just published it yesterday and I would love some feedback on it. F4F link is in my Sig! Thanks!
2009-12-28 13:50:00

Author:
Lieufa
Posts: 62


Thank you for the detailed feedback. It was very helpful in making adjustments and radically improving the overall level.

I am glad you enjoyed the waterfall. It was the catalyst that started the entire level (as after I made it I had to find a way to use it in a level). I am glad the visuals came off well. I actually build the entire level before filling it with challenges (and overheated it on material/stickers in doing so) This obviously showed through in the lack of challenge that you mentioned as you moved through the level.

I have gone through and worked thermo reduction so that I could make improvements. The level now contains a few more original critters and challenges). I have also added a few more sound effects and other enhancements. I will try to get up some pictures of the improvements to entice a few more people to check out the level.
2009-12-31 00:47:00

Author:
Jaydetiger
Posts: 64


Excuse me if i do something incorrectly, it is my first time giving proper feedback.

Aesthetics- Overall I found the level to be quite visually impressive. You used a wide variety of materials that work well together, however a lot of the shapes looked choppy and uneven. The enemies looked nice, and the bosses were very good, I especially liked the Cerberus. I think you should add perhaps some more foliage or decorations, mainly towards the begging where you're falling down all the rocks, this was a major problem area for me, and it felt very bland

Gameplay- I found the level to be pretty bothersome in terms of gameplay, the level had some a lot of weirdness to it. It was difficult to tell where i was headed alot of the time, I would see a split path, go one way hit a dead end, then go back, and take the other path and hit another dead end, it took me a while figure things out much of the time. Also, whenever I would pull a switch, it would not show me what it did, I would pull a switch such as in the castle after the Cerberus, and be clueless as to what it had done. My final grievance is that in the cave under water with the eels, I had to restart. I had pulled a switch and could not figure out what it had done like most of the two-way switches in the level. I attempted to go back out and the door had closed on me. I'm not sure if i just missed something, and if so it was not marked clearly enough.

Overall I had an enjoyable experience with the level, when i had gotten passed all of the annoyances that went with the gameplay. The story, presentation, and aesthetics made up for some of it however, the level still has alot of potential

Rating: :star::star:
2009-12-31 07:21:00

Author:
optimafrogg
Posts: 98


Thank you for the feedback. I have gone through and made corrections and adjustments to the level to assist in better gameplay (I hope). The level has had many changes (some subtle some radical) and is very different now than when originally published four days ago. Rather than publish over the old level, since there have been so many changes, I have deleted the original level, and published with a revised name of (v1.3).

I appreciate and look forward to future feedback.
2010-01-02 12:14:00

Author:
Jaydetiger
Posts: 64


That was fun! It was quite difficult, certainly a challenge, but it makes it all the more satisfying once you conquer it. I like the way you make players have to work for extra points bubbles too.

Having to work your way to different parts of the castle is a great idea and works well. Looks like you put a lot of work into this, and I gave it 5 stars :star::star::star::star::star: and hearted it, as well as leaving a comment. I hearted you as an author as well.

One thing that didn't seem to work was the boat near the start, which was a shame. It got stuck in the middle and wouldn't go any further. Never mind, it's good I had the option to swim instead.

I hope your level gets some more plays, it deserves them!
2010-01-02 13:51:00

Author:
LieutenantFatman
Posts: 465


I'm just going to write down my notes as I go through the level to make sure I don't forget anything. You don't necessarily need to take my suggestions to seriously since they are just ideas and it is hard to tell what is possible just from playing a level.

-Good intro. I like how the title is there, but not so imposing. I understand people like to showoff their work, but I dislike having to sit through a long intro section when a level isn't even a series (yes, I'm one of the people who jams buttons to skip stuff even when I know I can't). Yours is good because it is there to see, but it also doesn't get in the way of the players progress. It also is in a good place to go with the flow of the level.

-The first batch of plant enemies look nice, but can be avoided for the most part just by pressing right to go around them. Try to plan the locations so the player will have to jump over, or time going under them.

-Nice visuals under water. Jelly fish look really nice.

-The island tearing looked good. Maybe make more exposed fire to add some more challenge. Perhaps make it so you need to use the moving land to get enough momentum to jump across stuff.

-I hate stairs, but things are starting to get more challenging. You may want to consider making something for the fire blocks to be coming out of instead of just appearing. However, I'm not sure how you even did that, so I don't know what can be done.

-I like the moving lava... I'm gonna have to steal this idea...

-With the 3 head dog boss, I was able to casually walk behind him and kill him. Try to make it where the player can't easily get past using the middle plane. Maybe slow down the fire shots to encourage the player to get closer. Getting a good balance is hard in this game since it can be hard to control the speed.

-The eel part looked good. Nicely made hidden area near the switch.

-The whole multi-path section was a good idea, I just wish I went to lower route first. Maybe make some way that opens up to connect them once both switches are pulled.

-I don't think there is a need to blatantly point out a switch for a puzzle. I know that the average player seems to be pretty bad at the game, but I'd rather not dumb a puzzle down. Just make sure to make it so the player knows they need to do something in that area to move forward. You could also put the voice to show the switch on a timer encase someone isn't able to figure it out.

-Good final boss. Once again, I'd do something to try and force the player to move into the more dangerous area instead of standing back and shooting. The attacks aren't too hard to avoid at a closer range.

-Over all I thought it was quite good. The enemies and environment both looked good. I also liked that there were a few secret areas, but for a long level like this, I'd like to see more. I also would like more of a challenge, but that is just me. However, since it is the first level, it should be fine. Keep up the good work, I'd like to see more like this.
2010-01-02 16:51:00

Author:
waffledogRTK
Posts: 22


Great level, very atmospheric

I had to restart the level a few times, in the end I did not finish it.

One of the things that went wrong was completely my fault - after the double locked door there is a dragabble box next to a book shelf. I dragged it into the lava. The became uncompletable and by that time I had been around it enough times that I no longer wanted to revisit.

I am still not sure it should have been possible for me to break the level in this way, but I admit it was my fault just the same.

The split paths were a little annoying.

They split without telling why they were splitting. I had no idea one of the split paths lead to a door and the other 2 lead to switches.

A good rule of thumb is to show the door first - and from the door offer 2 new choices to each switch so that it is clear what is being asked.

I hearted it and will play it again later.

Another thing I noticed on my second play through was - At the start there is the tree you can get onto by climbing onto the first NPCs head.

If you get as high as you can climb and start walking right, you will go through a hole in the wall.

You can run and jump from there, landing onto the dark matter that holds the fire bats up, run along the dark matter and the first half of the level.


Also - the first time I played, I jumped into the water because I saw something shiny - I like collecting the points.

I grabbed the switch before I realised what it did, so the second time I played, I jumped straight into the boat which seemed to move but not a lot. The water is not clear enough to see that the boat is chained and it is not mentioned anywhere.

Cerberus is a little too easy to kill - the fireballs he shoots are made from too light a material - if you shoot them directly, they stop mid-air - meaning the pose no threat. He does however look awesome.

Overall the level is very well made.
2010-01-02 18:44:00

Author:
ButterflySamurai
Posts: 98


@ LieutenantFatman: Thanks for the comments and stars. Regarding the boat, the NPC right before the dock states that the anchor is stuck in coral. Swim down following rope to find grabbale coral that releases boat. If you did this and were still stuck ? let me know so that I can figure out what went wrong.

@ waffledogRTK: I appreciate the detailed notes. Thanks for the tip on the dog ? I had made it so you couldn?t run under the Djinn, but I completely lost sight of the fact a player could run under the big Woof Woof. I?ll fix it. (I?m also going to change his firing pattern and method). I wish I wouldn?t have felt like I had to point out the switch ? it kind of makes it pointless ? but I can?t help feeling that without shining a big spotlight on it, I would have received many 1 star, frustrating, and non-completions.

@ButterflySamurai: I know what you mean on the split paths, but if I gave directions I?m not sure it would have the desired effect. If you get up to the door at the very top ? skipping the bottom water path to the octopus and eels and the Cerberus path which runs up to the right ? you will end up at a door that states ?this path requires the switches to be pulled that are guarded by Cerberus and the Eels? ? which should (or that was the thought) alert back to the paths. Also ? on the island before going on the bridge there is an NPC that states there are two switches that must be pulled before opening the Djinn?s chamber. Still, I?ll consider your feedback and see if there is something I can do to clear things up without radically changing the feel. Many thanks for the shortcut warning! I thought I had plugged all the ?unintended? paths ? but I missed this one, I?ll work to fix. Regarding the chained boat, it is stated by the NPC prior to the dock ? but I?m glad you were able to take the alternative options of navigating through the jellies. On Cerberus, I?ll be working to make him a little more difficult, but he?s really just there to look cool(kidding)


My wife has me on lockdown while we have company visiting for holiday's but this evening the corrections and adjustments will be made (as well as any owed F4F up to that point) Thanks!
2010-01-02 19:32:00

Author:
Jaydetiger
Posts: 64


@ LieutenantFatman: Thanks for the comments and stars. Regarding the boat, the NPC right before the dock states that the anchor is stuck in coral. Swim down following rope to find grabbale coral that releases boat. If you did this and were still stuck ? let me know so that I can figure out what went wrong.

@ waffledogRTK: I appreciate the detailed notes. Thanks for the tip on the dog ? I had made it so you couldn?t run under the Djinn, but I completely lost sight of the fact a player could run under the big Woof Woof. I?ll fix it. (I?m also going to change his firing pattern and method). I wish I wouldn?t have felt like I had to point out the switch ? it kind of makes it pointless ? but I can?t help feeling that without shining a big spotlight on it, I would have received many 1 star, frustrating, and non-completions.

@ButterflySamurai: I know what you mean on the split paths, but if I gave directions I?m not sure it would have the desired effect. If you get up to the door at the very top ? skipping the bottom water path to the octopus and eels and the Cerberus path which runs up to the right ? you will end up at a door that states ?this path requires the switches to be pulled that are guarded by Cerberus and the Eels? ? which should (or that was the thought) alert back to the paths. Also ? on the island before going on the bridge there is an NPC that states there are two switches that must be pulled before opening the Djinn?s chamber. Still, I?ll consider your feedback and see if there is something I can do to clear things up without radically changing the feel. Many thanks for the shortcut warning! I thought I had plugged all the ?unintended? paths ? but I missed this one, I?ll work to fix. Regarding the chained boat, it is stated by the NPC prior to the dock ? but I?m glad you were able to take the alternative options of navigating through the jellies. On Cerberus, I?ll be working to make him a little more difficult, but he?s really just there to look cool(kidding)


My wife has me on lockdown while we have company visiting for holiday's but this evening the corrections and adjustments will be made (as well as any owed F4F up to that point) Thanks!

I think my problem wasn't that I could not find the switches, it was I ended up at the gate last (I went to the two switches first, just pure chance based on what routes I chose) and it was locked. I think that during the magic mouth cutscene, I flipped the switch at the eels back up by accident.

Could be possible to make it a one time switch?

Otherwise, it is still a great level. I wouldn't recommend my shortcut, I found it accidentally - afterwards I went the other way for the points, plus it is a shame to miss out that first water section.

It actually feels like the level requires it... there are a lot of levels that are water for the sake of water. I think yours is one of the first I have seen that uses it well.
2010-01-02 19:46:00

Author:
ButterflySamurai
Posts: 98


Adjustments have been made based on the feedback.

Switches after Cerberus and Eels will now permanently in effect once switched on (even if you bump them back up accidently).

Hole in tree has been corrected (though I found it made a nice cubby for a prize I had not released) - so you should no longer be able to drop down and skip first area of the level.

Cerberus no longer stands by while you run under his legs without reacting appropriately. :eek: Personally, I feel it is worth dying once just to see how he reacts, but I am not right in the head at times.

There is now something to prevent the block utilized to get on the bookshelf from being dragged into the lava on the right ...

Think that is about it on the tweaks. Hopefully it all works and polishes things up ... I played through without problems, but that is not to say I haven't missed anything.
2010-01-03 00:02:00

Author:
Jaydetiger
Posts: 64


Adjustments have been made based on the feedback.

Switches after Cerberus and Eels will now permanently in effect once switched on (even if you bump them back up accidently).

Hole in tree has been corrected (though I found it made a nice cubby for a prize I had not released) - so you should no longer be able to drop down and skip first area of the level.

Cerberus no longer stands by while you run under his legs without reacting appropriately. :eek: Personally, I feel it is worth dying once just to see how he reacts, but I am not right in the head at times.

There is now something to prevent the block utilized to get on the bookshelf from being dragged into the lava on the right ...

Think that is about it on the tweaks. Hopefully it all works and polishes things up ... I played through without problems, but that is not to say I haven't missed anything.

Glad you find I helped a little - it is a great level, I will play it again so I at least get on the scoreboard.
2010-01-03 00:37:00

Author:
ButterflySamurai
Posts: 98


Hi there, just played your level tonight. It think it's pretty good!
It's cool to have multiple environements to wander in and that's one of the things I prefer in your level there.
You visuals were "doing the job" without being exceptional. Though it looked better and better the more you proceed to end. I love the little island with the ground parts that are moving. This actually stroke me as original.
You creatures are cool too, especially your medusa and bats. Another thing I remember liking is the secret at the beginning of the level. It was awesome to reach that place. I wish there was more tricky secrets in the level.

On some stuff that appeared wierd to me, I didn't have to kill the octopuss to reach the switch. I actually let the guy lives because he was cute.

I don't have much major cons with your level. Everthing was pretty solid, it's only a matter of improving yourself with visuals, polishing the gameplay, maybe put more, etc. But this comes over time and practice and also depends how many hours and dedication you chose to put in the stuff you're creating.

:star::star::star: .5

2010-01-03 03:17:00

Author:
RangerZero
Posts: 3901


I had to know -


Cerberus no longer stands by while you run under his legs without reacting appropriately.


I need a wash!
2010-01-03 04:54:00

Author:
ButterflySamurai
Posts: 98


@ LieutenantFatman: Thanks for the comments and stars. Regarding the boat, the NPC right before the dock states that the anchor is stuck in coral. Swim down following rope to find grabbale coral that releases boat. If you did this and were still stuck ? let me know so that I can figure out what went wrong.

My wife has me on lockdown while we have company visiting for holiday's but this evening the corrections and adjustments will be made (as well as any owed F4F up to that point) Thanks!

I don't think I read what that particular NPC said properly, so I see the mistake is mine. I didn't notice an anchor stuck in coral, oops! Ah well, never mind.
2010-01-03 19:21:00

Author:
LieutenantFatman
Posts: 465


Hi there!

I played your level, and I think it's a very good one really!

Nice, story, great visuals, different sceneries, nice and various enemies, good gameplay :
your level provide all the good things we can expect in a level!

I don't have any complaints!
Ok maybe I have a little one, but it's just about the music...
it's very" dramatic" all the way long, maybe you can be more soft in the beginning. (it's just my opinion though...)

Anyway, great work!
:star::star::star::star::star:
2010-01-08 02:09:00

Author:
dajdaj03
Posts: 1486


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