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#1

Quest for the crown

Archive: 10 posts


Hi everyone.

So this is my very first and, so far, only Level.
I made it some time ago, but decided to post it here since i would really like to hear some opinions about it.
Basically i experimented with some different types of gameplay mechanics, so there is quite a bit of platforming and some basic Puzzles.
I tried to remove the worst glitches, so its definitly playable.

If you notice some gamebreaking bugs tell me and ill try to fix it asap.

name: Quest for the Crown
creator: Barzano12

Criticism is VERY welcome
2010-01-14 17:21:00

Author:
Barzano
Posts: 22


Killing the first enemy destroys a large bit of ground too2010-01-14 22:05:00

Author:
Unknown User


seriously? I had that problem before, but thought i fixed it, because Playtesting worked fine for me.
Thanks a lot. Ill look it up


Edit: I accidentally published a broken Version of the Level, it seems. The better Version should be there now.
Sorry for the problems.
2010-01-14 22:29:00

Author:
Barzano
Posts: 22


Hey, I missed one. Sorry about that.. I would have posted sooner.

I like where this level is going. Varied challenges and visuals, a story, and some good length. Before I get too far I should tell you that I couldn't finish the level. Of all things, I got stuck trying to put the 3 "fire keys" in their respective slots. I had the keys, but the nearest jetpack is too short so you have to do it on foot. The sides of the key holders are too steep, so Sackboy continually got wedged between a key and a key holder forcing a suicide. I couldn't even get one into the right slot. So, the simple fix would be to add a jetpack there so you can pick up the keys. Alternately, fill in the gaps between the key holders and add ramps on the left and right sides.

The rest of your level is very difficult. I wouldn't quite say it was brutally impossible, but it's not far off. If you intended to make everything this challenging, then you need more checkpoints. In fact, you need more checkpoints no matter what, but the combination of few checkpoints and crazy hard platforming is enough to make the average player throw their PSP through a window. As a creator, you know your level inside and out... literally. You have probably played it so many times that it's hard to remember what it was like the first time you tried it. As a result, the platforming challenges you create always seem easier than they actually are to people who have never seen your level before. A good general rule is to design your level so that it seems fairly easy when you play it. Your jetpack mazes are good but very tight - I'd widen those up a bit if possible. Also, call it a personal preference but I really don't like platforming on round objects... particularly ones that rotate. Again, pretty difficult and a likely turn-off for a lot of players.

For now I gave this 3 stars because I think it needs a bit of work to make it less frustrating. This is a good start and an interesting level, so let me know when you've updated it and I'll play it again.
2010-01-16 22:18:00

Author:
Taffey
Posts: 3187


Thanks a lot for the response, Taffey.

Now i have a checklist what i should do in the next update. ^^

And yes, i intended it to be very difficult. Maybe i went a bit far with this.
Ill set more checkpoints and add some more jetpacks in the next update for sure.

And about the maze...right now it seems a bit blocky and all. Ill round the corners a bit and make it wider. That should do the trick.

So thanks for the suggestions. The updated version should be online sometime tommorrow, if nothing unexpected happens.

And btw, your Levels are amazing.




Edit: The updated version is online now.

More Jetpacks, more Checkpoints, wider mazes in the cloud section.I also replaced one of the rotating platforms in the Volcano section with a normal platform as a resting point. I think the volcano part was the most frustrating section for most players, this should make it easier i hope.

So, please let me know what you think of it now
2010-01-16 23:45:00

Author:
Barzano
Posts: 22


Hey Barzano,

I've been meaning to write a review of this level for a while now, but I played the older version and could never finish it. I was stuck in the same region Taffey was, and I don't think I would've done this level justice without playing all of it. Anyways, I'm glad you listened to earlier comments because that made the level more enjoyable. When I played the newer version, I just kept saying, "Yes! Yes! Thank you Barzano!"

I love challenging levels like these to keep me on my toes and give me an overwhelming sense of pride after passing a ridiculously hard obstacle like your lava section. I was so happy when I beat it in your older version, but right after I got through with it I was frantically searching for a checkpoint because I didn't want to have to go through that again should I fail the leap of faith in that section. So I'm glad you put one right after in your newest version.

Stylistically, I loved the design of the level, particularly because you decided to show the strings on the clouds and the frog. This gives a feeling of puppetry...albeit diabolical puppetry! The enemies were also simple yet charming, but I wish you would've been more ambitious with the design of the boss. It was kind of puny to be honest .

I would also add more decoration to the descent after beating the boss, and maybe place stickers a little here and there in the retrieving keys section. Also in that area, I think it would be a good idea to put a sound and/or camera angle change to see the gates opening as it was pretty unfulfilling after all the hard work retrieving those keys!

Overall, I enjoyed the challenge presented, and this level truly exemplifies the power of revision. I know it's a hassle to return to your work after you think it's done, but it's necessary, and I think you did a fantastic job responding to constructive criticism without losing your own style. Thanks for the challenge: I loved it! Looking forward to more levels from ya!
:star::star::star::star:

Stealing the frog prince's crown,
jeffcu28
2010-01-19 03:43:00

Author:
jeffcu28
Posts: 648


Hey, thanks a lot for the kind words, jeffcu. I really appreciate it, especially when coming from a talented creator like you

To put sounds on the opening gates is a very good idea. Ill look into that. And also try to make the descending section after the boss a bit more interesting.
About the boss design...yeah, to be honest i really ran out of ideas at this point. I mean, it was intended to be puny in a way, but maybe ill redesign him a bit ^^

Thanks for the criticism. As a beginner, its very important for me to hear what other people think of the Level.
2010-01-19 11:33:00

Author:
Barzano
Posts: 22


First of all, thanks for listening to everyone's feedback and making revisions. For that alone I rate you a 5 star creator.

I finally got around to playing this again after your updates, and overall it is a much more enjoyable level. The mazes are still hard but less frustrating, and the platforming is greatly improved. The added checkpoints and jetpacks improve the player's experience a huge amount, particularly because it's much easier to actually finish the level.

Adding on to my comments from my earlier post, I'd say that overall this is an enjoyable and challenging platformer level. The story is simple but effective, and jeffcu28's description of the puppet-ish visuals is spot on. The base style of LBP is "cardboard puppet show", and you upheld that nicely throughout. Although the above average difficulty is not my cup of tea, it is mostly well done. There are a few areas where I felt deaths were cheap and/or unavoidable. The initial fire log moves way too fast, although it is dodgeable if you get the timing down. It would be better to have more logs moving slower than to have one that whizzes past at warp speed. The electrified swingy thing guarding the "red" key doesn't really seem dodgeable. I just pushed the key as far as I could until I died, then went all the way back through the maze to try and push it a little farther. I finally got the key out after about 6 deaths, and while it's definitely doable I found it annoying. The electrified paddle wheel has a "notchy" movement to it because it hits the jetpack you added and is hard to predict. Again, doable but iffy. The final boss was fine and your idea of a platforming approach through projectiles is a good idea overall. The electified logs you shoot through the gaps again move way too fast, and while they aren't totally random they are hard to predict. Some shoot so far off the screen I have no idea where they land, and others tend to kill you on the far slope while you're trying to carry the crown. Instead of too-fast-to-see projectiles of death, go for nice easy lobs that land neatly between the gaps in the platforms. They can be just as challenging (if you prefer that sort of thing) and are much more fun to both look at and play through.

Nice job overall, and I really appreciate all the changes you made. I upgraded you to a solid 4 stars. Great stuff and keep up the good work!
2010-01-20 20:22:00

Author:
Taffey
Posts: 3187


Thanks a lot for the stars, Taffey

Actually, the burning logs and the creature guarding the red key are very easy to dodge, you just have to avoid them by jumping on the second layer. They cant reach you there.
About the electrified wheel...well i messed up there. i cant edit it anymore or my psp will freeze. i know its glitchy, but i really cant do anything about it. Sorry
But i get your point with the fast projectiles. I will keep that in mind for my future projects.
And again, thanks for the ideas you gave me here.^^
2010-01-20 21:48:00

Author:
Barzano
Posts: 22


Thanks a lot for the stars, Taffey Welcome! Thanks for creating a fun level to play.




Actually, the burning logs and the creature guarding the red key are very easy to dodge, you just have to avoid them by jumping on the second layer. They cant reach you there.Ah. Well I'm sure some other people figured that out, but I'm also sure there's a lot of players like me who didn't. This sort of thing is very hard to detect, because as the creator it's so obvious to you it probably never crossed your mind someone would have a problem with it. It happens to all of us, trust me. Generally speaking, if it needs some sort of explanation or if there's a "trick" to it, leave it out of your level. jackofcourse's guide (https://lbpcentral.lbp-hub.com/index.php?t=20588-Guide-and-Tips-to-Creating-on-PSP) does a much better job of explaining this than I just did, but you get the idea. If at all possible, you should have someone else play your level and watch them as they play it - all the problem areas will become apparent very quickly. This is difficult on the PSP because there is no multiplayer, but perhaps a friend of yours could help. Alternately, there's the possibility of using adhocParty to share levels with specific people, or you could just publish a "beta" version of the level and unpublish it after a few people have downloaded it and given you feedback.




About the electrified wheel...well i messed up there. i cant edit it anymore or my psp will freeze. i know its glitchy, but i really cant do anything about it. Sorry No worries. It works, but it's just a little awkward. Just something to consider going forward.
2010-01-20 22:50:00

Author:
Taffey
Posts: 3187


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