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Woesme Kingdom

Archive: 23 posts


My first level is now published. It's sort of an experiment with multiple endings and exploration, so be sure to give the level multiple playthroughs to experience it all.

Level: Woesme Kingdom
Author: SirPaper
2010-01-13 07:52:00

Author:
SirPaper
Posts: 150


This looks promising! Great environment and corner editing, and the natural surrounding looks great in a cartoony way.

I'll tell you right now that you need to fix the ice slide platforming bit - it is wickedly difficult and is guaranteed to turn people off to this level. I gave you a solid, honest 10 minutes of my time trying to get that part right and never quite made it, so I just gave up. I got on the second slide twice out of a literal 50+ deaths, but I never made the jump to the grab wheel. Aside from being fairly difficult to figure out what to do in the first place, you just don't have enough time to jump on the slide, ride it down, and jump on the next platform. The lifetime of your emitted slides is way too short, and the jump up to the first platform is too tall. After that, jumping and grabbing onto the icicle thing doesn't always work because of the thin layer it sits in front of. Lastly, the second slide is very hard to time correctly, land, and stay on it, and it also doesn't have a long enough lifetime. Add some sticker arrows here and there, maybe some speech bubbles to give direction, and get rid of that thin layer I mentioned. Make your slides grabbable and double or triple their emitted lifetimes.

This section is a very good idea for a platforming challenge, so make some fixes and I'll give this another go!
2010-01-13 19:56:00

Author:
Taffey
Posts: 3187


I tortured my brother with that section last night and he had the same issues. (It used to be that the first jump after the checkpoint was just barely high enough to reach, which made it doubly aggravating.) Alright, I give, I'll fix the ice section and republish.

[Edit] Ok, the level has now been republished with a series of updates that hopefully make the level clearer and less aggravating.
2010-01-13 20:16:00

Author:
SirPaper
Posts: 150


SirPaper, yesterday I played your level and could not finished it because I get stuck near ice ninja. I did not find the way back to the surface. Today I will try you updated version. Anyway - thanks for level, because idea is very good and design well madded. Only small areas between fires make some difficult to pass it through, but after ten tries I did it. Maybe this area mast be a little bit bigger. I will write my final opinion a little later.2010-01-14 09:55:00

Author:
Domik12
Posts: 838


Holy multipath mayhem Batman!

It wasn't until you updated your level and added the numbering for the paths did I realize what a complex level you had created. I am really impressed and had to play the level multiple times to make sure I saw all the different endings. Great stuff! Your visuals are simple but good, and the story is entertaining - especially the charmless bit (my favorite path). Your updates to the ice slide section are good and make it much more playable. It's still fairly difficult, but at least the average person will be able to get through it now. I like your different versions of the king and the different endings of the story are fantastic. It was really entertaining to hit "replay level" and see what would happen differently on the next playthrough.

Overall, your challenges tend to be on the tricky side. That's not necessarily a bad thing, as some people prefer that, but if you're going for that style of gameplay I'd suggest a few more checkpoints. I don't think it's worth of another republish for that, but keep it in mind for your next creation. You did well with checkpoints just before a few of the trickier jumps, but other places have you hiking for miles just to get killed again and have to make the journey once more (e.g., the dragon). There's a couple spots that are a bit randomly dangerous, such as the fireballs the dragon shoots along the top of the castle wall. You have no way of knowing where they will land, so you just have to get lucky and hope you don't get fried. The electrified icicle section is also hard to judge - it would be better if there were marks on the floor or some other type of indication where the dangerous spots were. Again, not worth a republish but just something to consider. There's a few spots here and there on the various paths that seem a little empty and could use more platforming or some swingy things or something. I also don't like how you can see the sides and bottom of the blank level background at times but it's not a big deal.

After your fixes I really enjoyed this level. I gave you 4.5 stars out of 5 (which rounds to 5 in game), a heart, and a creator heart. Nicely done for your first creation!
2010-01-14 17:39:00

Author:
Taffey
Posts: 3187


Creating a LBP level is hard enough and requires plenty of time and effort. Not happy with that, it looks like you fitted several levels into a single one, with intertwined paths, alternate routes and all sorts of challenges. It's really amazing how you managed to do it, congratulations for that. It's a very replayable level, and that's not very common in LBP.

Visuals could be better at some parts (although the King room looks great), more checkpoints wouldn't hurt and maybe some challenges can be frustrating for the most unexperienced players. But for a first level, the result is very good. Take note of Taffey's review for future levels, he summed up everything I would change or improve.

4 stars, and hearted the level to help you with promotion.

Keep up the good work.
2010-01-14 22:37:00

Author:
Lleonard Pler
Posts: 277


Thanks for the comments. I'm glad you guys enjoyed the level and thanks for the comments about what to work on (both for what helped me earlier in changing this level and what to look out for in future levels)

I've already got an idea for my next level. Hopefully it won't take me too long to make. (I think I've got the level layout and everything set in my head, it'll just take some doing to put into practice.)
2010-01-15 03:26:00

Author:
SirPaper
Posts: 150


Amazing level, but on the path where you get to fight the dragon boss, could you make it emit a checkpoint next to the dragon boss? Also on the ice cave bit, after you grab the icicle and slide down on the platform to the checkpoint, the platforms you have to jump on are a bit hard to get too(it took alot of tries). Loved the endings though2010-01-15 13:36:00

Author:
Unknown User


Welp, bad news. I think I officially broke the copy of Woesme Kingdom on My Moon. XD I made a bunch of changes that were going to address most of the newer complaints but... I think I added that extra little sound effect too many and now the level won't load. Even after saving a different level and trying again. I don't think my profile is corrupt though, just that level.

The good news? I have some historical backup data so I can probably get an un-updated version of the level back. (un-updated meaning... I think just the exact same level that's up on the community right now, so not a big loss). That does mean I'd need to go through and do all those updates I just did again though. :/

[Edit] Oh and Taffey, where were you seeing the floor and sides? I know they're there, but I've tried hiding them with different camera views wherever you might see them.
2010-01-15 18:01:00

Author:
SirPaper
Posts: 150


Well that sucks... it happens though. Going forward just make sure you make lots of backup copies as you edit your levels - every 30 mins or so just make a copy somewhere else on My Moon and you'll never lose that much work.2010-01-15 18:53:00

Author:
Taffey
Posts: 3187


[Edit] Oh and Taffey, where were you seeing the floor and sides? I know they're there, but I've tried hiding them with different camera views wherever you might see them.Sorry for the double post.... just noticed this.

So, if you go through path 4 eventually you get to a fiery room with a bunch of score bubbles and an elevator made of dark polystyrene - you can clearly see the bottom of the level there. I could swear there was another part but I can't find it right now... I'll let you know if figure it out.

I wouldn't go too crazy with zooming the camera though. Some of the platforming is tricky as it is just because of the reduced field of vision, so in this case I'd say just leave the bottom of the level visible. On your next creations, just make sure to give yourself some space away from the floor and walls of the background - say 20 grid squares or so.
2010-01-15 19:05:00

Author:
Taffey
Posts: 3187


So, would you like the good news first or the good news?

Well, the good news is, the backup of my level was transferred over successfully and it was indeed everything as it was before my most recent updates.

However, the good news is my level is now successfully updated and re-uploaded. Hopefully I took care of the issues people were having with it. (And of course if there are more issues I'd like to hear them. Even if I don't / can't change them for this level I can keep it in mind for the future.)

Also Taffey, you'll see the side of the level for a split second at the very beginning so... too bad *runs and hides*
2010-01-15 21:55:00

Author:
SirPaper
Posts: 150


Also Taffey, you'll see the side of the level for a split second at the very beginning so... too bad *runs and hides*UNACCEPTABLE!!!! Kidding.

On my first level (Sack-A-Tron for the PS3) you can see the floor for about 80% of the level. :blush:

That's good news about recovering your data, and thanks for making those fixes.
2010-01-16 01:43:00

Author:
Taffey
Posts: 3187


Hey SirPaper,

Wow! That was one sophisticated level: I can't even fathom how complex the design layout must have been. And finding out that all the different pathways led to same scoreboard blows my mind. I liked the stories behind the gameplay, and the characters were all wonderfully crafted...my favorite was the king.

So anyways, I'm going to comment on the different pathways separately:

Route 1

This was the funniest path! Like others have mentioned, the "charmless" bit was hysterical, and I liked how sackboy/girl was the threat to the town's dignity. Hehe, funny stuff. I also liked the design of the knight guarding the castle. However, I saw the key dangling behind him and assumed this would allow me to enter the castle, but defeating him dissolved the key. Is there no way to finish the level through this path? Is this the punishment of an unskilled sackperson?


Route 2

I think this was the overall trickiest section to pass. Others have mentioned its difficulty, but I thought it was appropriately dosed [with the new version], and I really enjoyed the sliding ice blocks. However, this section does need more checkpoints, particularly next to the second ice block slide. After the giant snowball, it was pretty much uneventful, and I would've loved to see some obstacles in the castle...


Route 3

I played the earlier version, and I found it extremely difficult to beat the dragon. However, with the newest version, I had a more enjoyable experience thanks for the closer checkpoint and a more controlled emitting of the fireballs. In the earlier version, I recall the fireballs randomly falling in all directions, but I really liked how they originate in the dragon's mouth in a more predictable pattern in the newer version. This made the battle much more enjoyable for me, so I'm glad you listened to others comments.

Route 4


I wouldn't go too crazy with zooming the camera though. Some of the platforming is tricky as it is just because of the reduced field of vision, so in this case I'd say just leave the bottom of the level visible. On your next creations, just make sure to give yourself some space away from the floor and walls of the background - say 20 grid squares or so.

This was perhaps the biggest issue for me. As much as I loved seeing my sackboy up close and personal, I found it really limiting as I couldn't judge when to jump due to a hindered view of the fireballs. Also, you can fall into the back layer of the castle...this is a minor issue, but its something to think about when designing future levels.

Other than those comments, I would agree with Lleonard to attend to the visuals more as some parts felt empty, particularly on the path before the castle.

Anyways, I enjoyed all the effort you put into this level; I know it was a doozy to create, and it played flawlessly.
So here's :star::star::star::star::star: and a heart for all your hard work!

Trying to recover charm and restoring the town's dignity,
jeffcu28
2010-01-17 06:58:00

Author:
jeffcu28
Posts: 648


Sorry about Path 1, that one's still not very well explained. Anyways, after you defeat the Knight he's supposed to tell you to lay his body where he might Rest in Peace. The key is just there to draw attention to the Knight's feather, you don't actually need it. (What you need to do is defeat the knight and then take him to the grave marker.)

I'm glad you enjoyed it though, and I'll definitely keep all of your (and everyone else's) comments in mind for the future.
2010-01-17 07:09:00

Author:
SirPaper
Posts: 150


Ah...got it! It was probably my fault...I'm a bit trigger-happy when it comes to closing text bubbles. That ending was funny! Again, thanks for a great level.2010-01-17 07:16:00

Author:
jeffcu28
Posts: 648


Just got a video review for my level.

Littlebigplanet PSP review Ep. 1: Woesome Kingdom (http://www.youtube.com/watch?v=x_bn8kyLztU)

Seems like it could be a pretty cool review series and I like that he's doing it as a kind of "first impression." Should help people to actually know how someone sees their level when playing through for the first time.
2010-01-18 19:46:00

Author:
SirPaper
Posts: 150


I tortured my brother with that section last night and he had the same issues. (It used to be that the first jump after the checkpoint was just barely high enough to reach, which made it doubly aggravating.) Alright, I give, I'll fix the ice section and republish.


However, the good news is my level is now successfully updated and re-uploaded. Hopefully I took care of the issues people were having with it. (And of course if there are more issues I'd like to hear them. Even if I don't / can't change them for this level I can keep it in mind for the future.)

So uhm, if I understand correctly, the ice block slides were already made easier three times? :eek:

Well, I still couldn't get past that. Maybe I'll try another time, there's plenty of replayability in it, so it'll stay on my PSP for a while I think.

One minor issue: at the beginning, if you survive the thugs and walk back left on the back layer, you drop behind the level. It's only a little bit, but I couldn't get back without retry. I would close that off.
2010-01-20 21:31:00

Author:
Rogar
Posts: 2284


So uhm, if I understand correctly, the ice block slides were already made easier three times? :eek:

Well, I still couldn't get past that. Maybe I'll try another time, there's plenty of replayability in it, so it'll stay on my PSP for a while I think.

One minor issue: at the beginning, if you survive the thugs and walk back left on the back layer, you drop behind the level. It's only a little bit, but I couldn't get back without retry. I would close that off.

Don't worry, I'd say the ice and volcano section are still the most challenging ones. (And I made the ice block slide easier, not easy. So don't worry if you have trouble with it, it's still a tricky section.) Some tips for the slide though, you can grab the block so that you keep your balance. And for the second slide just stand on the platform and hold R. You'll grab the ice block automatically when it appears. That first block still has some tricky timing though.

And for falling off the level at the beginning... umm woops. XD I should have either put a background object (a hill maybe?) Or done the same thing as the castle where there's a small ramp where the back layer ends so you land on the front layer. But hopefully people don't walk off too often.

Ah well, more things to keep in mind for the future. XD Thanks for the comments Rogar.
2010-01-20 21:56:00

Author:
SirPaper
Posts: 150


Sorry that I have not had the chance to give you feedback yet. You have been absolutely incredible in leaving feedback for my levels, so I have no excuse, but at least I finally had the chance to get around to it now.

So, let's get down to business. This level was super unique in a lot of ways, and I think that any player who is up for a good challenge will love it. At first I didn't think much of the multi-path system because I figured that since there were 4 paths, then you were spending a lot of thermo on each path, which meant that you couldn't make a single path look great since each path would be using so much. While I fear that I may have been right in that assumption since a lot of the level only looked so-so, I learned that I don't think looks really matter that much for this level. This level is all about seeing which path you can finish, and once I got that in my head I just plain loved the level.

I accidentally took path 1 for my first run through since the knight guys killed me. It was sort of a cheap kill, but something else I learned as I played the level was that cheap kills seemed to just be something you had to expect. I had a hard time figuring out what to do on path one. On my first run through, I jumped over the night with the key, but I just couldn't figure out what to do at that point. I finally gave up and restarted.

The next time I took path 2. Man, that was a challenge, but it was pretty unique. It required a lot of dying. I mean A LOT of dying. By the time I got it, I almost felt like I could do it with my eyes shut since I had the timing down so well. I had a bit of an issue with the slide after you drop off the icicle, because it was so hard to jump. I did everything perfect a few times, and then I got to there and I just couldn't beat it. But I finally got it After all that, I finally got to the end where the stone elevator is, but I ran under it because I didn't know what it was and it crushed me. It would be good if you could figure out another system for those elevators, but since I had infinite lives it was ok. So I managed to finish route 2.

Next I took Route 4. If I remember correctly, this route involved lots of fire and jumping over the balls of fire as they shot up. I don't think it was too bad, and this is when I really started understanding the charm of the level (how each path gives it's own unique challenges. I tackled this path pretty easily.

Next I took Route 3. Holy crap this route seemed hard. It actually didn't take too long since the save points are placed really well, but jumping over that rolling ball of fire was tough, and then the room with the icicles of doom was tough, so the combination made for an excellent challenge. Some how I beat it after only a few tries, but I'm still not sure how.

Last of all I played Route 1 again because I wanted to see every route. I figured out to grab the knight this time and he fell to pieces, but then I didn't know what to do with him. I ran to the right, but nothing seemed to happen. I drug the knight into the elevator shaft and nothing seemed to happen. I finally drug the knight out of the elevator shaft and it began going. Maybe I missed something, but I'm not really sure why it started going then, or what I was supposed to do. Either way, I finished this path.

So here are my thoughts on the whole deal:

I think the level is perfect for a patient player who loves and excellent challenge. The challenges are set out soooo well. Also, it seemed to me that each path was thought out pretty well (i.e.: If you die right away, then you are taken to the easiest path).

The bad part of the level is that it could look a bit better and at some points I just had no idea what I was supposed to do

All-in-all, I think it is perfect at being what it needs to be. Most people looking for a real unique and challenging level don't care too much about how it looks, and they are willing to put up with a bit of confusion, so they should love it.

Awesome work, and I will look forward to your next level
2010-01-21 15:39:00

Author:
amazingflyingpoo
Posts: 1515


very good level2010-01-21 16:17:00

Author:
Unknown User


Hmm, I had to sacrifice looks for the thermo... I like that excuse... explanation. Yeah, we'll go with that.

Thanks for the detailed comments poo and I'm glad you enjoyed the level. And yeah, I'm definitely rethinking the knight. (The idea is that you lay the knight to rest in front of the gravestone, which is what you did without realizing it. He actually asks you to do that, but it's easy to miss his speech if you let go of the feather after knocking him off the horse.)

And yeah, route 3 was harder because you went the alternate way. (you don't have to go past the rolling fireball at all. I really should have put prize bubbles along there as incentive to go that way though. And raise the ceiling so it's more doable.)

But yeah, my next level isn't going to be as confusing or as annoyingly hard. (That's the goal anyways.) And I am focusing more on visuals, so hopefully it ends up being visually pleasing as well.

And euska, I'm glad you played and enjoyed my level. Thank you.
2010-01-22 03:46:00

Author:
SirPaper
Posts: 150


Hey Paper mate
Just played this and it is grreat! I'm really impressed as everyone else is, with the multipath style of your level. I've seen levels with maybe 2 endings at the most, but this was a step above! I also liked the look of the level as it fit the theme really well. It had a kiddie storybook feel to it, and that worked well with the fairytale type story. I didn't have any major issues with the gameplay other than it being a bit on the tricky side, and the fact that all the paths can be daunting the first playthrough since you don't reallt know which way leads where. I enjoyed the witch's charmless path alot, and the dialogue was funny as a whole throughout! Look forward to playing more from you.
2010-05-10 05:04:00

Author:
kaiju_kid
Posts: 329


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