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Mega City

Archive: 51 posts


Mega Citydeftmute
The evil Dr. Whiney has taken over Mega City!
It's a good thing Dr. Right knew well enough to build you first!
Programmed to protect the innocent, it's your duty to put an end to this menace!!
14 levels!!

Fight the robot masters that have taken over the eight districts of Mega City.
After you've gained their power stickers use them to unlock minigames in the game rooms and hidden in the levels themselves.
Once you've collected all eight stickers return to the robot vault to get the key to Dr. Whiney's castle.
It's up to you to save Mega City!!



http://www.youtube.com/user/deftmute#p/a/u/0/6zOXiv-tPiQ
2010-02-16 00:19:00

Author:
Deftmute
Posts: 730


This is a really cool idea. I hope you guys don't let this one pass by. I've had the privilege of testing these levels, and if you are looking for an LBP challenge, here it is! These levels are tough, but not impossible. Some classic platforming action awaits you.

That said, I have yet to check out what happens when you get all the stickers. I'll have to check that out later.

2010-02-16 02:52:00

Author:
comphermc
Posts: 5338


This reminds me of Mega man 2010-02-16 03:13:00

Author:
SupaSack34
Posts: 180


Looking at the trailer, this looks ace.

But the level design looks very tricky! Will there be Infinite Checkpoints?
2010-02-16 14:59:00

Author:
Beed28
Posts: 200


yes. infinite checpoints. levels are difficult.2010-02-16 16:13:00

Author:
Deftmute
Posts: 730


Well I started these last night. So far I've manged to get through the intro and the red badge level.... you ain't kidding hard. lol So far I'm loving it but it's a serious commitment to get through 14 of them. I'll report back when I've managed a few more

had to lol at the billboard with comphermc's space king...... he's everywhere!!!!
2010-02-16 16:41:00

Author:
Morgana25
Posts: 5983


thanks for playing! did you stick around to watch the whole slideshow?

also now that you have a sticker, you can get into one of the minigames in the game rooms.
I would try daytime
2010-02-16 17:04:00

Author:
Deftmute
Posts: 730


yea I did. At least I think I did. You had you and comph and some other guy (I forge names) and then your testers, then your other level badges... I can't remember more than that... was there more? lol2010-02-16 17:07:00

Author:
Morgana25
Posts: 5983


nope, i was just curious whether or not it was compelling enough to grab players' attention before just heading to the exit.2010-02-16 17:53:00

Author:
Deftmute
Posts: 730


I went through it ALL. I got all the stickers, I went back to the hub stage and used the stickers and got the Final Castle key, but it didn't unlock! Am I missing something?

These levels were also quite glitchy, too. I managed to fall out of the level in both the Arcade and Crystal Cave levels, and Watt Man appeared to be broken. He just stood there doing nothing. I eventually killed him by attacking a VERY specific spot on him.
2010-02-16 19:24:00

Author:
Beed28
Posts: 200


I have played through the main levels now and here is a rundown.

Robot vault: There are two censored speech bubbles. Check the thread of banned words in LBP on this site.

I collected eight stickers but the key to Dr. Whiney's castle didn't work. Not the common profile problem, I was playing with a profile that doesn't have the key problem. When I touched the key it didn't make the regular sound or have the level logo pop up. Maybe just a temporary problem. I'll try again later.

Crash Arcade: This was the first level I played today and I found a small problem that turned out to be common in many of the levels. On the platform with the level title you can step into the back layer on the side and fall to the floor. I found no exploits just some stuff you have droppped in some levels. You may get some pictures of the floor uploaded. A lot of players seem to enjoy doing that. In CA there was also a place where there was no gas in the front layer and I fell to the floor between two platforms.

Splash Marina: On my first play the boss didn't show up. The room was emty! One of the best looking levels of the series. The lights and the water make it more dynamic than some of the other.

Shock Station: Really great enemies or obstacles here. By the electric light line I was hopelessly jumping until I figured out what do. Very satisfying gameplay. Not sure if the boss worked properly. It just stood there and I could shoot it. No danger? I could get down to the floor in several places in this level.

Vertigo Heights: By the checkpoint with two balloons I could hold the right balloon and go to the right and up to the top of the level. I found this to be the least hard level.

Blast Foundry: Problem with the obstacle to run over when the fire is down. One of them jammed and the fire was always up! I restarted and it worked. Are they copied? Maybe this will randomly happen if they are very tight.

Smash Factory: Gave up on this one when I tested but the trailer showed me what to do. I had to jump and get pushed by the speeding rocket blocks. I tried landing on top before or I was to close to the wall when I jumped. It seemed easy now.

Slippery Mines: After the part with the mini game in the section with the rocket and spike things going left to right there was nothing to stop me on the left and I got down to the level floor. I think you took out a section with glass and spikes. Level felt less brutal now.

Dynamic Park: You made your own trees! On the platform where we get to the mini game the camera angle was bad on the right side. The enemy shot me before I could see it.

The point rewards are a bit random with luck and skill what you can combo so the leaderboards won't be perfect, but a great set of very satisfying levels. I'll be playing for the bonus games soon and I'll rate five stars and give some positive tags and sprinkle out some hearts with my accounts when I log on to help give the levels a boost this week.

What are the ace level prizes?
2010-02-16 19:53:00

Author:
Kipmonlin
Posts: 251


thanks for the detailed feedback!
I will address as many of the issues as i can.

it was comphermc who made those trees.

And the Ace rewards are more stickers. an MC logo and striped sticker of the level colors. I thought about putting some of the cutout characters in there too.

Idk whats up with the key i will try replacing it and republishing. I was wondering why you hadnt gotten to whiney's castle yet lol.
2010-02-16 20:41:00

Author:
Deftmute
Posts: 730


I saw these on New Levels and the name turned me off. Now that I know you published them, however, I'll give them a shot. Is it as good as a Date with Suzie? 2010-02-16 20:50:00

Author:
qrtda235566
Posts: 3664


Did you test the first area of the castle for difficulty? You had infinite checkpoints yes, but they were far FAR too sparse. After doing what I THINK was the hardest part (with the shooting fires between wheels) only too be killed by a blind jump. I started cursing and decided I wasn't having fun anymore. That was more than enough for me to quit.

Sorry.
2010-02-16 21:43:00

Author:
Beed28
Posts: 200


Ok, i played some of these, will post with further feedback as i play more.
Overall (based on 3 of 8): Obstacles too hard, enemies too easy.

Dynamic Park: Interesting, but the obstacles were very difficult. Needed more, as much as some may like "classic" difficuly levels. The boss fight was broken; after i took out the brain sets 3 times, he didn't spawn any other sets and i couldn't get past him, and had to quit

Forge level: Obstacles were, again, a bit too difficult, make them a little easier (flame throwers come to mind, had a LOT of trouble passing the section just after the horizontal one) Boss was fun but after you take out the overhead thing you can just die and pelt the other boss component from afar.

Smog heights: I quit this level after a while due to the lack of checkpoints, and some of the platforms were too small.

Shock Station: Waaaay too few checkpoints here. Also, at the boss, i shot the initial electro flinging thingies then... nothing. I had to quit

Slippery Mines: This is a lot better than most, though i had a problem with not being able to continue after a certain point. it was where you have a single bouncy platform with the rotating drums just before a launcher thingy.

Don't get me wrong, that's just what i didn't like about your levels! i rated them (the ones i played) 4 or 5 stars and hearted them all!
2010-02-17 02:33:00

Author:
RCIX
Posts: 250


The castle was challenging but it's supposed to be. I do agree on the blind jump part though, that was kind of annoying but it was entirely about guessing rather than skill, and it was impossible to tell where is poison gas and where the landing is. Maybe raise the landing out of the water or something? Anyways, loved the series and hearted all the levels. What's supposed to be a the bottom of the first level though? I cleared the last level but I didn't get a sticker, and when I take the elevator down to the bottom floor there's a black glass circle and a locked door, but I don't know where you get the sticker to open it from.2010-02-17 05:48:00

Author:
roflwaffle
Posts: 69


fixed some things. blind jump in blood ocean for one. and also now it should give the key to Dr W II - Stormrise

Haven't finished Dr W III yet
2010-02-17 08:00:00

Author:
Deftmute
Posts: 730


fixed some things. blind jump in blood ocean for one. and also now it should give the key to Dr W II - Stormrise

The key wasn't working too? :eek:


Haven't finished Dr W III yet

There's a third area!?! :eek::eek:
2010-02-17 10:33:00

Author:
Beed28
Posts: 200


Hit a glitch on Stormrise, at the part where the balloon brings you up to the wall with flippers. After the balloon detached, the base part fell back down and landed right on the platform, preventing the balloon from emitting. Loving the 2nd level though, can't wait for part III.2010-02-18 01:30:00

Author:
roflwaffle
Posts: 69


that just happened to me too. i will be fixing it later today.
thanks again for all the input guys.
obtw, i may make a 15th level: Dr Whiney's gameroom.
sort of a reward for clearing.
2010-02-18 14:37:00

Author:
Deftmute
Posts: 730


I don't think the boss for Dynamic Park was working for me. I got in there and i couldn't figure out what i was supposed to be shooting. The spike platforms kept coming down and he kept shooting thorns, but those things in the top corner with the brains didn't do anything, and I couldn't shoot them because that wall of spikes was blocking them. other than that the level was great 2010-02-18 15:22:00

Author:
SupaSack34
Posts: 180


The same thing happened to me with the balloon in Stormrise and I had to restart. I could grab the balloon to skip the vertical section. Then I beat the boss but nothing happened. I saw a piece of cardboard behind the platform. Was that the scoreboard? I tought maybe it was supposed to turn around after the fight. I jumped around for a while and started spawning from under the platform. Like there was a checkpoint there. I fell out from behing some material. Is there a checkpoint there or did I spawn in the upside down scoreboard and it wouldn't react? I'll wait for an update and try again. I could use the button jump thing below to get up onto a piece of dark matter above the boss and I saw a spinning circle of wood.

The Whiney's castle levels are good. The infinte lives checkpoints make them hard but not extreme and that they're not so long don't make me hesitate to replay. I didn't find any bubbles so it's not motivating to replay for a good spot on the leaderboards, but I like the feeling when I get past a section to another checkpoint.
2010-02-18 15:46:00

Author:
Kipmonlin
Posts: 251


It was a good thing I quit at the first section because I would have been real mad if I found out that the key was broken. I haven't retried the Castle yet, but after hearing all the glitches it has right now, I'm gonna leave it for a while.

Besides I'll be away from my PS3 for a few days so that will give you plenty of time to release the final area and iron out the remaining bugs.
2010-02-18 17:28:00

Author:
Beed28
Posts: 200


OK, I played through a few of these the other night with compher and mrsupercomputer and my god was it hard with the lag. Just played the foundry and I very much disagree that the obstacles are too hard. Of course difficulty is a very subjective thing, but they just require timing and that is all, which seems fair to me. The one stoundout point that I found with this level is that the camera zones need a serious tune up. At most of the checkpoints where you have a wide angle view, you have to walk to edge of the screen slowly to push the camera so you can see what is coming, and assess the timings. A smaller trigger zone for the camera would suffice, although a set-reset controlled camera would be pretty nice too.

In addition, the conveyor belt on the boss feels a little sloppy, pretty much everytime I jump down it bounces, slips, and slides and I lose the paintgun on the floor below. If you'd like I can sort you out with a far better mechanic for the conveyor belt that would remove this issue. It's also not entirely clear straight away what to do with the second part of the boss - it felt more trial and error that I knew where to shoot. Have you considered making that paintswitch visible? Also you can do most of the boss (2 brains and the right hand part) whilst on the ledge, out of harm's way, which is something you may want to consider tuning up.

From what I've seen of these, they are some pretty fun and unique levels. My primary gripe is that they are all too short... but then with 14, I think you can be let off!
2010-02-18 19:13:00

Author:
rtm223
Posts: 6497


Hey guys.
Thanks all of you who did play the levels.
It appears that the project has been a total flop
It has to be pretty bad when even your friends don't give hearts lol.

Anyways, I will probably be taking these down soon.
I don't really want to waste 14 slots on failed levels.
I will try to finish dr w III, so those who did play can at least finish the series.
thanks again guys.
sorry it turned out to be such a disappointment.
2010-02-22 15:49:00

Author:
Deftmute
Posts: 730


Hey guys.
Thanks all of you who did play the levels.
It appears that the project has been a total flop
It has to be pretty bad when even your friends don't give hearts lol.

Anyways, I will probably be taking these down soon.
I don't really want to waste 14 slots on failed levels.
I will try to finish dr w III, so those who did play can at least finish the series.
thanks again guys.
sorry it turned out to be such a disappointment.

hey dont say that....i for one am enjoying the levels so far....made me happy to see a rockman fan would be making an LBP version of it....sure its a little difficult but if you give up now you'll always wonder what could have come to this if you stayed dedicated to it...

all i can say is that I love the series...was so eager to get playing that i had to make my own robot master so i could feel like i was part of the story....all i can say is that if you plan on taking them down....i wouldnt mind using up my LBP space to host them for you...and of course id let everyone know they're yours....but please dont delete them...they are a great series and im sure there are others who'd agree with me


and hey if you dont like my offer then maybe you could make another PSN account with the series title on it so you upload the levels there and not worry about wasting space anymore.

anyways thats all in my opinion
2010-02-22 23:22:00

Author:
Shadowcrazy
Posts: 3365


Robots? sounds lie my kind of thing ^^2010-02-23 00:07:00

Author:
Delirium
Posts: 349


well, they are still up. And Dr W III is up now too.
I understand it will take a while for people to play, so i will give a week or two at least.
Don't feel rushed, its not like i have any other masterpieces in the works.
2010-02-23 04:20:00

Author:
Deftmute
Posts: 730


Terrific level design - nice n hard platforming.
Super bosses - excellent replay value!

Don't delete them !!!!!

Put them on another PSN if you really have to, but don't trash em!!!! These levels are amongst my all-time favs!!!!
2010-02-23 10:55:00

Author:
parsonetti
Posts: 16


At the risk of sounding like a drama queen, I'd like to officially state that i have decided to keep the levels up.

but then after nobody played them, i changed my mind again.
If a mod sees this, please remove this thread.
2010-02-26 14:34:00

Author:
Deftmute
Posts: 730


WTF? I finally start getting into LBP again and you take the levels down? I don't understand. I have a hard time believing that they're bad, they just haven't gotten the recognition they deserve. If I have to go on an epic campaign to get people to play 'em, I don't care. Put the levels up now or I shall throw the biggest fit this world has ever seen.2010-03-20 22:54:00

Author:
qrtda235566
Posts: 3664


ok they are back up.
also: in case anyone was wondering.
One person has actually defeated Dr. Whiney.
Then he came back with a friend so now its two i guess.

his name is Zen184.
I might have the number wrong
2010-03-22 15:54:00

Author:
Deftmute
Posts: 730


I just beat Slippery Cavern or whatever it's called and the air-themed one with all the balloons and stuff. I love these levels. Really, I love them. They're easily the most ambitious project on LBP out now. This deserves far more recognition than it has gotten, but don't take them down because they aren't as popular as they should be. These are great. I love how I know that they sap up a lot of your level spots, but publish them to their own PSN if you have to. Don't take them down or satan or will down your throat with hot acid...and you know the rest if you've seen the Aqua Teen Hunger Force movie.

I do have a question about the Dynamic Park boss. I didn't know how to kill it. I destroyed all of the seed-things with brains twice and then they just didn't come back. My guess was that I was supposed to destroy them 3 times or something and the boss would be defeated, but they didn't respawn after the second time.
2010-03-24 01:14:00

Author:
qrtda235566
Posts: 3664


did his head pop out for you to shoot?
he may have broke himself somehow.
stupid bosses.
2010-03-24 16:33:00

Author:
Deftmute
Posts: 730


i feel like, for as big of a lost ages fan as i am, i should beat all of these and become legendary for getting to ur final shindig level lol. maybe i will2010-03-26 00:49:00

Author:
DarkSeraphim666
Posts: 96


Can I ask why these were never spotlighted? Also, I just beat Crash Arcade, Smash Factory, Dynamic Park, and Splash Marina today. Only two more levels to go. These levels are great, srz.

And the Dynamic Park boss wasn't broken. I was just being stupid. Didn't know that I was supposed to shoot the head.
2010-03-26 02:28:00

Author:
qrtda235566
Posts: 3664


Well, if i had to guess, i would say they were never spotlighted because they are repetitive, ugly, and not fun, multiplied by the fact that there are so many of them, it probably seems like a chore to complete them after a while.2010-03-30 16:19:00

Author:
Deftmute
Posts: 730


Well, if i had to guess, i would say they were never spotlighted because they are repetitive, ugly, and not fun, multiplied by the fact that there are so many of them, it probably seems like a chore to complete them after a while.

If you take them down, I will assemble an army of otters like this world has never seen and our wrath will rain down upon you.

Just fix the boss.
2010-03-31 01:00:00

Author:
qrtda235566
Posts: 3664


I'm glad this was bumped.

Looks really enjoyable! ^_^

EDIT: @deftmute:

Wow, lol, ZEN184 is a player from the expert community, but these must be hard if he's the only one that's beaten them.
2010-03-31 01:43:00

Author:
Unknown User


I'm glad this was bumped.

Looks really enjoyable! ^_^

EDIT: @deftmute:

Wow, lol, ZEN184 is a player from the expert community, but these must be hard if he's the only one that's beaten them.

I got to the last boss, and even beat it once getting past the first buggy part of the boss that would stop me from beating it, but then the boss dissolved or something and I couldn't get to the checkpoint because it didn't activate once it dropped. I don't think they're really that hard.
2010-03-31 02:39:00

Author:
qrtda235566
Posts: 3664


Okay, I played 4 of them so far. I was excited about them.

But now I am very disappointed. I want to like this series, but it is very flawed design wise.

I quit after the Marina level because the final boss just completely stopped working. The water rises and door in front of floaties opens, but not only did the thing with brains not spawn, but the water stopped functioning and so did the thing firing the spiked blocks. I was extremely furious with this.

But let's rewind to the first level I played which was the Arcade one. Those bumper platforms are flawed design-wise. Anytime something that thin thrusts that hard, there is a good chance of your sack going right through the material. This happened numerous times, and it doesn't matter if you press jump or bounce naturally, so I would go through and be trapped behind the bumper. So I had to pop myself numerous times.

The 2nd level I played was the Vertigo one. This one wasn't too bad.

3rd one I played was Slippery Mines. I enjoyed this one.

Then the 4th was the Marina, which after the boss stopped I don't want to deal with the very faulty design anymore.

But the concept of this series is great. Just wasn't executed all that great.

The levels are pretty easy compared to what I'm use to, with the only frustrations coming from death from design flaw. But I can see them being hard to some.

I'm just being honest. I'm not bashing them. With better design so things have less a chance of breaking down or bugging, this series could be golden.
2010-03-31 03:52:00

Author:
Unknown User


hey, you don't have to tell me. if you read back, you'll see i deleted these level in shame.
You might go check out my 2 lost ages levels though. They suck slightly less.

I did try to fix the final boss. It worked for me but that doesnt really mean anything.
2010-04-01 05:03:00

Author:
Deftmute
Posts: 730


hey, you don't have to tell me. if you read back, you'll see i deleted these level in shame.
You might go check out my 2 lost ages levels though. They suck slightly less.

I did try to fix the final boss. It worked for me but that doesnt really mean anything.

I did. I read the whole thread before playing. All you said was you deleted them because they weren't getting much attention or notice, unless I missed something.

As for your Lost Ages levels, I still need to play the 2nd one. I played the 1st one a long time ago after it came out. I enjoyed it a lot. It wasn't really hard, but the visual style and level layout/flow really pulled me in. But now I'm getting off topic, lol.
2010-04-01 18:41:00

Author:
Unknown User


I played 4 out of 8 mega city levels and they're as incredibly hard but fun as "Mega Man 9". I beat 3 of them but one of them you seriously need to fix. Here's the following levels I played and here's what I suggested:

Dynamic Park: This level has good platforming and I found this level to be the easiest of the 8 levels [So far]. I don't see any problems so this is the best one so far too.

Splash Marina: The level has great use of real water and the design looks colorful. The torpedoes kept on ticking me off and I wasn't aware where did they come from so maybe you should make an object where did torpedoes come from.

Smash Factory: This level is "smashing". However the box puzzle part before you go against the boss could use a lot of work and/or you should add an infinite checkpoint after that puzzle.

Vertigo Sky [or something like that]: That's the only level [so far] you seriously need to work on. The floating platforms are completely flawed because they descend wobbly and they couldn't get up.

They really feel like the "Mega Man" games and as a fan of the "Mega Man" , "Mega Man X", "Mega Man Zero", and "Mega Man ZX" games, I'm impressed with your work. I felt bad your levels turned out to be rubbish at the start and you worked so hard on them and I can't believe you deleted them all [which explained why the number of plays are really low]. If I were you, I would make those levels much easier for everyone to enjoy [not too easy] and you should try to make them a lot less frustrating. Don't give up. Improve your levels just like I improve my levels to satisfy the LBP players. I'll check out the other half of your levels the next time I play LBP. In a meantime, improve the "vertigo" level big time and follow anyone's feedbacks to give you hints on what needs to be improved.
2010-04-01 19:12:00

Author:
JustinArt
Posts: 1314


I played 4 out of 8 mega city levels and they're as incredibly hard but fun as "Mega Man 9". I beat 3 of them but one of them you seriously need to fix. Here's the following levels I played and here's what I suggested:

Dynamic Park: This level has good platforming and I found this level to be the easiest of the 8 levels [So far]. I don't see any problems so this is the best one so far too.

Splash Marina: The level has great use of real water and the design looks colorful. The torpedoes kept on ticking me off and I wasn't aware where did they come from so maybe you should make an object where did torpedoes come from.

Smash Factory: This level is "smashing". However the box puzzle part before you go against the boss could use a lot of work and/or you should add an infinite checkpoint after that puzzle.

Vertigo Sky [or something like that]: That's the only level [so far] you seriously need to work on. The floating platforms are completely flawed because they descend wobbly and they couldn't get up.

They really feel like the "Mega Man" games and as a fan of the "Mega Man" , "Mega Man X", "Mega Man Zero", and "Mega Man ZX" games, I'm impressed with your work. I felt bad your levels turned out to be rubbish at the start and you worked so hard on them and I can't believe you deleted them all [which explained why the number of plays are really low]. If I were you, I would make those levels much easier for everyone to enjoy [not too easy] and you should try to make them a lot less frustrating. Don't give up. Improve your levels just like I improve my levels to satisfy the LBP players. I'll check out the other half of your levels the next time I play LBP. In a meantime, improve the "vertigo" level big time and follow anyone's feedbacks to give you hints on what needs to be improved.

I disagree. I think that they should stay as difficult, but perhaps some obstacles, particularly ones that fling you to places, could be replaced or altered to cause less frustration. I don't know, I guess I welcomed the unreliable obstacles, and Vertigo Heights may be one of the harder ones in the bunch, but just wait until you get to Crash Arcade, or even harder the second Dr. Whiney level. I also found the Vertigo Heights level to be one of the funner ones.
2010-04-02 04:48:00

Author:
qrtda235566
Posts: 3664


I managed to play the other half of the levels and here's what I had to say about them:

Slippery Mines: I found this level to be the most visual because unlike the other levels, the background doesn't feel all blank. It's the second most easiest level too but those annoying moving spikes before going against the boss could have been a bit easier.

Blast Foundry: This level isn't too hard. The flamethrowers are cool too. I forgot what needs to be fixed in this level but it's one of your good levels.

Shock Station: This level is "Shocking". Although the most frustrating moment of this level is the sparks that move horizontally. [At least I know a secret way to pass that].

Crash Arcade: This level doesn't feel like an arcade to me and this level is a bit more frustrating than any other levels. The bumpers are really annoying, but the spinning platforms are fun. The VR grid materials could make this level look a lot cooler.

I guess I could try "Vertigo Heights" again even if there's still a bug. Since people like Awesomemans have thought about that level, I guess I'll give another shot and I just beat 7 out of 8 of the levels. I think Awesomemans makes a good point about keeping the levels difficult because that's part of the tradition of the "Mega Man" games because I remembered how difficult the games are and I beat the first 9 of them [Haven't play the tenth one yet but I'm getting it on Wiiware]. Good thing those Mega City levels have infinite checkpoints so we had infinite chances. Still the frustrating parts could be calmed down. The next time I play LBP, I'll be playing Vertigo heights and possibly the Dr. Whiney's castle levels too.
2010-04-03 00:21:00

Author:
JustinArt
Posts: 1314


I played the "Vertigo Heights" level again and I managed to beat it and I seem to had an second opinion about this level. The jetpack part is really fun, but the descending platforms still need to be fixed [Ha Ha! I passed through those stupid descending platforms]. Now I have beaten all 8 of your stage select style levels. I also went to the first Whiney Castle and some bug destroyed one of the bone platforms. You need to fix it by making the objects behind the bone a bit smaller or add an piston tool above the platform. I couldn't beat the first castle level because of that bug but I'll give it another shot someday. At least I beat the first 8 of your levels.2010-04-05 19:02:00

Author:
JustinArt
Posts: 1314


Deserves a bump.

Dynamic Park: Great. That flicker machine, the rotating steps, nice boss.
Blast Foundry: Cool.
Slippery Mines : Fun.
Crash Arcade: Unintentionally hard I think. Once you know the "trick" to the obstacles, it's fairly easy. (for example those flick up gas rotator things). I can understand why this is only rated 3 stars.
Splash Marina: A little annoying in a few minor places, but still worth playing.
Smash Factory: Great. Love the fists emitting/falling, and the rest. I think the boss must have broke by the time I reached him, as he had 2 fists, and there was a brain below them on the ground. It also took me one phase to kill him, which was unusual compared to the rest of the levels.
Shock Station: Raining things was good gameplay. Sweeper things gave off a nice looking effect.
Vertigo Heights: Nice balloon visual/gameplay designs. Had no trouble.
Dr W I: Nice.
Dr W II: Lag + hard x_X
Dr w III: This one stopped me. Bomb platforms didn't always work, when you shoot the yellow bomb towers they can spin around the revolving gas hazard, killing you if you are in the roation radius. Sometimes they would blow up, forcing a restart of the level. Plus no music was kind of annoying. And having to shift foward two layers after every death (automatic or not) got real annoying, real fast.
EDIT: Managed to get to the boss. Between the 2nd and 3rd phase, the checkpoint (and me) fell down to the bottom of the level. I think the bombs must have blown up what ever the checkpoint was attached to.

I love the stylistic design in this series. Obviously it is kept clear and simple to keep the focus on the gameplay.
You have some skill in level design (you introduce elements well, most deaths are fair and the fault of the player, etc), but some areas can be improved.
Also tell the player about the points hidden in the checkpoints. I must have played half the levels before realising it, ha.
Biggest thing that could improve it: More "safe" platforms.
I was impressed.
2010-10-16 05:26:00

Author:
midnight_heist
Posts: 2513


hey thanks for playing the series. I'm glad you liked it. I know there is a lot of room for improvement. i wanted to rework them a bit earlier, but then i learned about LBP2 and decided it would be much better suited for that. Now that i am in the beta, i have already started messing around with ideas for the project.2010-10-16 14:34:00

Author:
Deftmute
Posts: 730


Oh cool, make sure to publish any demos so I can take a look. (please)
One interesting note that may affect your series, the paintinator no longer disappears if the player is hit by fire.
You should really add a link to Mega City in your sig. And take it out of it's current category! It's far from a failure.
2010-10-16 18:25:00

Author:
midnight_heist
Posts: 2513


I think this guy has a weird thing for bunnies. Do i need to get PETA involved?2010-10-19 02:40:00

Author:
DarkSeraphim666
Posts: 96


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