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Trials of the treasure god (defanged and easier)

Archive: 50 posts


Trials of the treasure godXenonHMW
http://i50.tinypic.com/e7fdzn.jpgWelcome to the shrine of the treasure god. You fall into the main hall were all the riches are just out of reach. You can unlock them by succeeding in the trials set out for you. The skilled and swift are rewarded well here, others...
Hi all, I'm new to the forum.

This is my 2nd level for the PSP. It most made mostly pre 2.03 patch so I tried to make vary little in the way of permanent moving parts. Its a challenging level, so if frustrate easily I would say this is most likely not a level for you. But if you?re like me and get sucked in when the level has some teeth then please give it a run and let me know what you think. I think anyone who puts the time in and figures out its secrets will walk away very satisfied.

Features:
6 varied trials
secret counters
Trophies!
speed bonuses
Selectable music
Hints section to the left of start



I am look forward to playing and reviewing your levels as well. I'll commit to 5 now due to time constraints but will see how it goes from there.
2010-03-06 04:16:00

Author:
Xenon
Posts: 306


I am sorry but I was able to beat 5/6 of the challenges. The one on the left on the bottom is near impossible. I tried for almost an hour until my finger got sore and my battery died. The concept you had was decent but the mechanics on how it works just do not fit unless you are super lucky or have amazing reflexes.( I will give you another review if I am able to beat it or you update it.) I did not rate it because I did not beat it. One way I think you could fix it is if you are on the top or just make it a chain.
The f4f level I would like you to play is target(1.1)
2010-03-06 08:37:00

Author:
tominater12
Posts: 87


Welcome to the boards Xenon, and thanks for posting your level!

I'll give it a play and leave you some feedback after a catch up on a few zzz's.
2010-03-06 08:40:00

Author:
Taffey
Posts: 3187


Hidy Ho Xenon! I just finished your level, and I completed all six challenges, so you know that I took my play through pretty darn seriously! You can see that I got the 2nd highest score

Anyway, let's talk about the level...

First of all, I have a strong feeling that if this level ever gets popular, it is going to have a terrible rating because it is infuriatingly hard. Don't get me wrong, there are people who love hard levels, and they will LOVE this level, and I wish that they could all play it because it would probably be one of their favorite levels on LBP PSP, but I think that the majority of LBP players are casual players who want an easy romp through a level.

I am going to jump through the different challenges that stood out to me and let you know what I thought of them, but first I want to talk about the overall idea for the level.

I think that your concept was marvelous. This was just plain super fun to play, and the idea of being able to do as many or as few challenges as I wanted to do was nice.

My very favorite challenge was the block challenge where you move blocks on the ground around to manipulate other blocks to move around, and the goal is to get 4 blocks on the ground so that you can make the 4 blocks that you move into a certain shape. This idea was SOOOO good and SOOO much fun for me. People who don't like puzzles will give up in a heartbeat probably, but I had a blast and I was very impressed with this. Awesome work, you had me hooked at this point!

Another challenge was one where you had a series of pillars that you jumped from to reach a high ledge, and then you had to jump onto a swinging platform. BUT the catch is that you need to get the platform swinging before you can jump onto it because it is too far away. This level design was marvelous and I applaud you for it, but man was it hard. The one thing I hated about this was that when you finally get to the top, you cheaply kill the player. In some levels this is funny, but in this level this is just plain irritating to me. I mean, I have struggled soo hard to finish a challenge, I am proud of myself, and then you kill me for no reason? I can only assume that you think it is funny in some sadistic way, but I can't image that anyone who is struggling through this level will find it very funny, and I can imagine that some would actually quit the level out of irritation since you have to actually repeat the whole swinging part again!

Another challenge was the part where you have to jump across the fire pit by quickly jumping across platforms that jumped out of the fire. Wow, this seemed impossible, and it took a LOT of tries, but I managed to do it, and once I had finished I was actually pretty happy with the concept. It wasn't as hard as I had originally thought (I mean, it's hard but not impossible), and I had a HUGE sense of accomplishment once I had completed it. I can't remember what comes after this part, but I'm guessing that that means it wasn't too bad since it didn't stick in my mind

Hmmm... I'm having a hard time remember the last few challenges, and most likely that means that they were hard, but not so irritatingly hard that it stuck in my mind (which in my opinion is a good thing )

Well, there is one that sticks in my mind more than any other, and that is the one where you are clinging onto a moving ceiling and takes you through a maze of poisonous gas. Wow! THIS WAS SOOOO HARD!!! I mean, I seriously wanted to quit playing the level because it was so hard. I think that my big issue was that I just didn't like how you had it set up. I have no idea how technical you are when it comes to LBP, but I assume that you are pretty good since you have the scoreboards and such at the end (then again, I guess you just may like emitters :-) ). The way you have the ceiling wired up now is so that when the ceiling is grabbed, it moves. There's no other tech involved, and because of that, when you let go of the ceiling to swing to another spot, it jumps upwards, which makes it very hard to move around without dying. Maybe you wanted it to be painfully hard like this, but I felt like this one was the only challenge that went a bit overboard.
If you wanted to fix something like this, I would use a combination of a proximity switch and a grab switch, and some extra tech outside where the player can't see which consists of an emitter, and a set of magnetic key/switch. I could go into more details, and I would love to if you are interested, but you may actually already know what I am talking about, and then it would be just silly for me to talk. Anyway, my idea would make it so that when the player lets go of the material, the ceiling would continue down, but once the player either died, or fell away from the ceiling, it would reset back where it started. This way, the ceiling would do those irritating upward jumps.

Okey dokey, as you can see, I gave this level a good play. There are still plenty of things I don't know about it, and I only got one trophy (for finishing all 6 challenges). One last note is that I actually had a hard time figuring out how to get out of the level. I know that it sounds silly, but I saw that I was supposed to go below the main room, but it took me forever to figure out that I do so by walking into the back plane and behind the arrow pointing down.

Awesome job! I will look forward to seeing more levels from you because even though I may have gotten a bit irritated at parts, I still had a LOT of fun!

Please check out my Shallow Springs level
2010-03-06 08:49:00

Author:
amazingflyingpoo
Posts: 1515


I'm not good at platformers, so I'm probably not gonna be able to beat it, but I'll check it out and see how far I get. Sounds great so far!2010-03-06 14:18:00

Author:
masterlemons
Posts: 85


Thanks for the plays guys.

Ap, thank you for the very detailed feedback. I know my level is going to turn off many players but I think theree are more than enough level out there for them You have already given me a few ideas to fix up my level. A checkpoint at the part after the swinging platform for one. I knew most would get killed, but it wasn't for laughs. It was for the person who may dodge it and get a Indy feeling of avoiding a trap.

The snake pit is much easier if you make sure your sack is fully swung over to the direction before the quick release and re-grab. But I may slow down the piston a little to help people out
2010-03-06 15:09:00

Author:
Xenon
Posts: 306


Woo-hoo Xenon! I'm always scared to post constructive criticism to someone I don't know, because there's no tellng if they will go straight to all my levels and give them one star because they are mad and then leave bad feedback elsewhere. But lucky me! You seem to be an awesome guy, which is a great thing since you made yourself an awesome level. I think that putting a save point before the swinging spike thing would be an excellent idea, and then it would seem much less sadistic. In fact, it would be pretty cool

Also, I would be more than happy to wire up a system and publish it and make it copyable so you can see how you could make the ceiling thing work without the jagged jumps it makes whenever you let go, but it is completely your call. I just wanted to let you know that the offer is out there because I would love to help.

Awesome work, and I will look forward to getting to know you better It is great to have you here at LBPC!
2010-03-06 15:48:00

Author:
amazingflyingpoo
Posts: 1515


Hi Xenon!
i am very glad you followed my invitation and came over here! As you already noticed there are many people here that really care about levels (good and not so good) and give great feedback! I still didnt make it though the snake pit... but as i already said somewhere else i really think this level is amazing and cant wait for your next one! Do you plan to republish this one with some small changes anyway?
2010-03-06 16:54:00

Author:
Arrestor
Posts: 363


Hi, Xenon.
I am glad to see on this forum. I already gave feedback for your another level on another forum as Domovoy12. I was very glad to see new level from you. And i must say, that you did great work and it is big step forward after your first level. All in your new level madded very cool. I must say, that you did great work on level design and material editing. Yes, some puzzles on level can be too difficult for some players, bur all puzzles madded very clever and can be solved. I complete 5/6 puzzles without big problems and only on snake pit I spend a lot of time. I don't remember how many tries I did there, but at last I done it and completed all 6 challenges.

And I must say, that your level gave good experience for me as level and puzzles design and for my patience in completing all puzzles. Yes, maybe this level not for everybody, but it is very interesting and very cool done.

So, here my 5:star: and heart for it.

I will looking for your next level, and I will add your level in "recommended levels" list in Russian LBP community site (link (http://lbprussia.ucoz.ru/publ/1-1-0-3)).
2010-03-06 17:38:00

Author:
Domik12
Posts: 838


Woohoo! I made it hrough the snake pit! AND i got two trophies (6 challenges + speedrun) AND my score is better then poo`s!
But i have to admit that i cheated... actually you can get on top of the level right at the start and enter it right above the top right platforming area.
I hate to be honest!
(btw: i could see some of your background mechanics. Really well made stuff, too!)

I still think the Snakepit is too hard though...

Really nice level!

Edit: You could review my newest level: "Trapped Transition" (see signature for the link)
2010-03-06 19:30:00

Author:
Arrestor
Posts: 363


Wow! The Snake Pit HAS to be fixed.
It's too hard, I mean the corners are way to sharp, make them smoother and a lil bit wider.
I enjoyed the level, but the snake pit is preventing me from giving you 5 stars, I gave a 4 stars and a heart for the creator.
2010-03-06 21:25:00

Author:
Spark151
Posts: 801


Well, sorry it took me so long! I played it and loved it, but boy was it challenging. So challenging in fact that after an hour of playtime I had finished 3 and had to stop. However, what I saw was some incredible design. The whole thing was ingenious. My only problem was that the textures were a bit weird. It didn't matter much though since I was more focused on the challenges. Also, your stickerwork was great. You don't have to review my level, but if so, then it's in my signature. Also, the snake pit was just TOO hard =P
5 stars + heart.
2010-03-06 22:12:00

Author:
masterlemons
Posts: 85


Great feedback guys. I do plan on making some changes. I think I know what your getting at AP with the snake pit. If I put another switch with a half second delay the player could let go and grab without changing the the direction of the lowering platform, cool. I did that for the bottom part of the puzzle room so you could have time to jump on the platform.

Arrestor you made my day with a speedrun =) I didn't think anyone would pull one off. oh wait... you jumped off that statue up past the pyramid right?

I also will start getting to work on feedback.

tominater12 - Target 1.1 will be my first
AP- Shallow Springs
Arrestor -Trapped Transition
masterlemons - The grassy Peaks
Spark151 -R.I.P. Sack

I will not be doing anymore until I finish these

My first two PSP levels were mostly crippled by problems with the editor. I can't remember how many times I fixed up the puzzle room thanks to flakey pistons.


Actually in making those changes to the snakepit the pistons in the puzzle room have all gone a bit zonky again. =P
2010-03-07 07:14:00

Author:
Xenon
Posts: 306


Hidy Ho Xenon! I'm not sure if you have been keeping up with all of the "work arounds" for the different bugs, but there is a way to avoid the issue with the pistons. When you place a piston out, you must first attach it to a static object, and then attach the 2nd end to a dynamic object. If you do not do this, then chances are SUPER high that the piston will go crazy after you save, leave the level, and then re-enter it.

Maybe you already knew all of this and I just don't understand what your problem is, but if your problem is what I think it is, then if you go through and replace all of your old pistons with new ones that are attached the way I said here then things should turn out well
2010-03-07 07:30:00

Author:
amazingflyingpoo
Posts: 1515


Arrestor you made my day with a speedrun =) I didn't think anyone would pull one off. oh wait... you jumped off that statue up past the pyramid right?

Thats how i did my roxxor speedrun
2010-03-07 09:31:00

Author:
Arrestor
Posts: 363


Hello Xenon! Wow, was that ever a satisfying level. I'm no good at intricate puzzles, so I found that one in the bottom left impossible. But everything else was exhilarating. Crossing that lava pit took a long time and several deaths. The part with the disappearing platforms reminded me of a simple version of something you would see in a Mega Man game. I loved climbing that icy slope and changing planes to avoid fiery death. It's just nice to have such a good challenge. Hope you make many more levels that are as tough as nails.

On an embarrassing note, I could never find the snake pit. I'm fairly certain that I found everything else, but sometimes I have a hard time finding obvious things. I'm a little bit inept, you see. Maybe you could help me out, as I want to finish your level.
2010-03-08 07:30:00

Author:
Unknown User


The puzzle isnt bottom left The Snakepit is underneath it. Hope this helps

Btw: I found the first secret!
2010-03-08 15:25:00

Author:
Arrestor
Posts: 363


I'm glad you liked it Colortvgame. The puzzle room is just straight left of the main room. To get to the snake pit you have to go to the cavern just after the ramp to the swinging platform level. It will take you down to the Snake pit.

cool Arrestor! Hint-the stickers by the secret counter have meaning.
2010-03-08 23:16:00

Author:
Xenon
Posts: 306


Hello there xenon. I tried out ur level and simply put, it was amazing. I found all of the trials beautifully designed and very challenging, especially the snake pit. The snakepit actually I think may be just a tad too hard but that can be fixed by making the gas wall corners just a bit wider. Two more things I had problems with other than that. First of all the exit. It took me forever to find that so maybe you could take the liberty to explain that u have to go behind the wall to get to the exit room or make the exit more obvious. And finally, regarding the trophies, maybe u could make them more compelling to look at then just seemingly random pieces of wood. That is just a suggestion so please do not take any offence to that. Overall, great job and I will definitely be looking forward to your future levels. Could you review my level btw? It's called intruder.2010-03-09 00:23:00

Author:
spok22
Posts: 206


:star:I took all the feed back you guys have given me and made a few small changes. Thanks for pointing out the jerkiness of the snake pit AP. That is now fixed. I also softened a few of the corners. It is way too easy now... I also added notes by each stage entrance to show people that they can select my suggested track there. I hope people already saw that the tree up top offers a number of different tracks as well. Finally I added a few clues to the secrets. Thank you all for the feedback :star:

spok22, I'm glad you enjoyed it. I added a dialog box to address the exit, thanks. I was going for a simple stone carving look with the trophies. I know they could be better but I kinda dug how they turned out and never went back.
2010-03-09 04:45:00

Author:
Xenon
Posts: 306


Great to hear x. Looking forward to redownloading it and sharing all the epicness with all my frends 2010-03-09 06:11:00

Author:
spok22
Posts: 206


Hi Xenon!
Just played the new version and gave it 5 stars and a heart again.
But i think i found a bug. I found the Secret in the Snakepit and the Secret in the lava area but i only got the trophy which says "first secret found". Is that right?
2010-03-09 07:06:00

Author:
Arrestor
Posts: 363


Yes there is a trophy for the first secret found, which you get for finding any of the secrets. The next trophy is for all secrets found.

btw I looked at the trophies again... ok they could have been much much better
2010-03-09 07:21:00

Author:
Xenon
Posts: 306


Ah ok!
I like the trophies the way the are...
2010-03-09 08:48:00

Author:
Arrestor
Posts: 363


You think it's TOO EASY?! Anyways, It's a great playing and great looking level, but you need to work on making it hard BUT fair. Because there were parts which just felt like they were added to make it frustrating(the spikes after going up the icy slope avoiding fire etc.). Ill elaborate tomorow2010-03-09 22:12:00

Author:
Unknown User


Ok, it's been a busy week but here I am.

I need to start right out with telling you that this is not my kind of level. You did say at the beginning that this level isn't for everyone, and I'm that person. Now, just because it's not my preference doesn't mean I didn't like or, more importantly, respect this level. I appreciate the direction you took with this level, and your create skills are clearly quite good. You took a lot of chances here with your design decisions, and I think that's especially gutsy and should be applauded. Nobody ever got anywhere by playing it safe. So, now that we've got that out of the way and (hopefully) made it clear that I have a high degree of respect for both you and this level, I can now tell you that this level annoyed me to no end.

Before I get into that, let me touch on all of the positive things you have going for you here, because there are quite a few. First of all, I love the whole concept of the level. An unapologetic, multi-path challenge adventure with loads of secrets is just what the doctor ordered for a lot of people, and I know there's a whole crowd of players out there right now that are thanking you for publishing this. (On the other hand, there is probably an equally-sized crowd of annoyed players with pitchforks and torches headed your way right now.) Although you explain the level right at the very beginning, I was a little confused by the overall lack of directions. It took me a while to figure out the music changing thing, but once I did I thought it was a great little Easter egg type of addition that really helps add dimension to the level. I think you made the right choice by not explaining that - it's fun to figure out! The hints section to the left of the level start is a great addition, and adds both mystery (if you've never played before) and added dimension (if you have played before). Your trophy system is ingenious, and I guarantee people are going to start copying that idea. Sure, trophies have been done before but not exactly the way you're doing them. I thought that part was great, even if I could only ever get one.

Visually the level is a little on the simple side but still very nicely put together. It's a classic temple atmosphere, and the stonework and overall environment is fitting and good-looking in a slightly cartoony way. Your waterfalls, fire pits, and other interactive scenery is good-looking and pretty well varied. There's a little bit of everything represented here, and each area has its own distinct look and feel within the confines of the sprawling underground labyrinth. Your platforming elements and challenges are all very unique and well thought-out. It's reasonably apparent that you playtested this quite a bit, and everything works well. I liked the "Tetris block" puzzle the best and had a blast working that one out. The swinging platform is incredibly clever and well-made, and again very rewarding to work out. The hop across the 3 emitted fiery rocks was something I have never seen before. (...although in a lot of ways I hope I never see it again. :blush

So, problems. From a mechanics, logic, and visual perspective there isn't much that needs to be fixed. I felt that the intro was too quiet and it just felt unfinished, until I made my way into the temple and found my first "music changer". I just think you could benefit from starting out with music to help set the mood. I didn't have any trouble finding my way behind the statue and down to the scoreboard, but actually that's one of my problems. I got into the temple, looked around, oh I wonder what's over here, level over. Huh? It wasn't clear at all that's how you end the level, and I can see a lot of people getting annoyed having finished 3 of the challenges and getting forced into a premature level finish. Should I play the level again and redo those same 3 challenges that took me 45 minutes? Nah. I'd recommend a speech bubble or something right as you're almost on top of the scoreboard that says "You found the exit!" or something like that. Just a little warning so people could turn back if they weren't done exploring. The entire rest of my suggestions for improvement can be summed up in one short sentence: This level is way too hard. Now, like I said at the beginning that's your design decision and I totally support and applaud that, but now I'm telling you what the majority of the players out there are going to think of this. If you're going for the niche crowd, then being too hard isn't a bad thing at all. For the average player, however, this is one heck of a frustrating experience. Everything is tweaked to take many many many tries, and every challenge (except the Tetris block one) filled me with a sense of dread that only got worse once I figured out what I needed to do. "Oh, no, I'm not supposed to..... I am. Great." If I wasn't playing the level to provide you with the detailed feedback I feel that you deserve, I would have quit very early into the level.

Ok, it's clear that I thought the level was too difficult so I don't really need to say any more than that. You like black licorice and I don't, it's as simple as that. It's fine for tastes to differ, and for what it's worth this is the best licorice I have ever tasted. One big suggestion for improvement I have for you is to try not to alienate groups of players if you can help it. What I mean by that is, you like to build hard levels and other people out there like to play them. Ok, that's great, but what about everyone else? Perhaps you could include some optional easier parts, or at least allow players some kind of more easily accessible solution to some of the puzzles. Maybe it's in the form of a hint you can press that takes away score bubbles you would have otherwise received. Maybe it's a shortcut that bypasses one of your awesome trophy unlocks. Just something to let a player make it through the level with a reasonable effort to see exactly how good of a creator you are. I bet you they'll replay it and try some of the harder routes on subsequent playthroughs, and who knows - you may even convert a couple of players to your style of platforming.

As much as I wanted to give you 5 stars I just couldn't. The brutality is just one notch to high for my tastes, and if you weren't so clearly brilliant in your meticulously constructed game elements I would have given you 2 stars. I ended up giving you 4 stars for averaging out to be "very good", plus a level heart and a creator heart. Hopefully my feedback doesn't come across as too harsh, because I recognize a lot of talent in your work and can't wait to see what else you think of. Great work!


P.S. You know a level is good if you care enough about it to become annoyed.
2010-03-10 05:46:00

Author:
Taffey
Posts: 3187


I have a suggestion, Xenon. I saw a level called pirates of the care bean or something like that with both a regular version and a dumbed down easier version for the more casual players. Maybe you could follow this example and publish one level with more accessible puzzles, lower difficulty ect, and another one with no change in difficulty or puzzle design. Im suggesting this because i actually really enjoyed the difficulty of your level becasue there it actually made me think long and hard instead of just running through the level and seeing if i can get the highest point multiplier. Im sure there are many others out there who feel the same. By doing this you could satisfy both parties i think.2010-03-10 06:02:00

Author:
spok22
Posts: 206


Hey Xenon,

Don't listen to Taffey: he's just a disgruntled old man with the platforming skills of a two-year-old!

I'm just kidding. There's a general agreement that this level is particularly difficult, but I think that's the whole point of the level. I have nothing against it in any way, and I commend you for publishing a level that makes you proud and happy rather than being a slave to other's whims. That's not to say that you should never acknowledge your audience, but I respect that you chose to cater to a specific group of players rather than tailoring your level for a wide demographic in order to harness as much hearts and plays as possible.

Sometimes I feel creators only produce levels with this ultimate goal in mind, and I really respect your motivation here to add the flavor of intense platforming amidst patches of pedestrian levels. Judging from the responses here, you have a market for intense platformers like this with people willing to commit to the level despite frustration. Players are by no means obligated to finish this level and may exit anytime, and yet persist to finish the level. While this may be a minority, they're definitely there and they're appreciative of what you had to offer (I know because I'm one of them!), and I hope this is rewarding enough for you than reaching the first page of highest rated.

Okay, now for the actual review. From personal experience, I know that original ideas sometimes come with a cost of confusion and difficulty, and I often omit them from my levels because I'm a slave to other's desires. But from your level, original ideas, albeit difficult, motivate players to accomplish the task. A lot of your innovative gameplay have already been mentioned, but I feel one in particular is understated and illustrates my point. The section I'm referring to is the icy loop that curves into a grabbable winch dangling above a set of spikes. The concept is original, and the task is crystal clear, but performing the task is rather iffy. I died plenty of times trying the maneuver, and I felt like a noob, but the concept was just so cool that I kept on trying until I finally made it. Of course, I also liked the "tetris-like" puzzle, swinging platform, as well as the grabbable platform that descends from a maze of horrible gas. All were brilliant, original, and downright challenging, but simply addicting to leave alone. The only segment I didn't like was the rolling fire and electric hazards. They're just trite obstacles that are downright frustrating without any rewarding feeling after accomplishing them.

The visuals were exceptional at some points, and sloppy at others. Like Taffey, I like how each challenge had its own distinct look, and I also especially liked your waterfalls, the main hall, and the tetris puzzle area. However, I felt you were rather inconsistent with the corner-editing. For instance, the rock foundation has jagged edges at some points, and flat edges on others. The "stitching" of the rock materials was also distracting. Perhaps you can make them jagged to create an illusion of cracks, rather than clean lines that ruin the aesthetic? Alternatively, you can use rock materials in the thin layers to conceal those unsightly junctions. In addition, you can see outside of the level at some points, like when reaching the top of the tetris-puzzle area.

I can also go on about your music, trophy, and counting mechanisms, but others have already mentioned them, and I will just say that I was impressed and enjoyed them.

Please keep doing what you're doing, and I hope you realize that despite the amount of players you turn off with the excruciating difficulty of this level, there are some hard-core players out there who appreciate this type of level. Thanks again for reminding me, and I hope others too, that plays and hearts aren't the sole purpose of creating, and also that publishing a level that makes you proud and happy is more important than any piece of statistic. After all, if you're happy with it, someone else will too!

Well, I wasn't able to get all the trophies and uncover all the secrets, but this was a superb level nonetheless. Here's 5:star:s, a level, and author heart. Please make more levels!

Repeatedly sliding down the icy loop of death,
jeffcu28
2010-03-10 11:03:00

Author:
jeffcu28
Posts: 648


Don't listen to Taffey: he's just a disgruntled old man with the platforming skills of a two-year-old! Hey! That's insulting to two-year-olds everywhere.

I will be playing this one again, probably several times. I usually max out patience-wise at 30 minutes on a single level, so in little bite-sized pieces maybe I'll even finish one day!
2010-03-10 16:51:00

Author:
Taffey
Posts: 3187


Thanks again guy for all the great feedback. I am so happy I found this site =) So far the experience has been awesome, especially the constructive criticism. It has really help me see things from other perspectives. I just wish I had heard about this place back when I was into the PS3 LBP.

I will try to address the comments when I get more time. I just want to get out some more F4F out of the way first.

Btw, I love black liquorish!
2010-03-10 19:43:00

Author:
Xenon
Posts: 306


Btw, I love black liquorish!Actually, so do I - it was the best metaphor I could come up with on short notice.

[/off topic]
2010-03-10 22:05:00

Author:
Taffey
Posts: 3187


After talking in all the feed back I decided the best thing to do was publish an easy version of my level. I thought I'd make a few changes and publish it as the easy version. But after taking a decent amount of time to cleanup and improve on some rough spots I am deleting the old and leaving the new version in its place. The snake has been defanged. But it still retains its charm. Also the mess that was the flaming barrel level has had its rough edges removed. The flying platforms are unchanged simply because there is just no way to make it easier.

I can not thank everyone enough for all the feedback, especially those who took the time to right extensive post on it. I wanted to write back to address it but I figured, hopefully, the changes in the level do that for me. It was at 100% thermo so there was only so much I could do. Some things had to be cut.

I hope this makes it more enjoyable for some.


I hope this makes it more enjoyable for some.
2010-03-13 07:19:00

Author:
Xenon
Posts: 306


Hi Xenon
I played the hard version of your level, you have amazing ideas, your level was a challenge, the first time that i played i had to learn it, but the second time the game was more enjoyable and i had a lot of fun, i could do the 6 challenges, I am very impressed with each, I think that each could be the central challenge of a level, but you put them all togheter, and its ok, honestly I couldn't find all the secrets but i will try again.

I'll wait your next level, i gave you 5 :star: and heart
2010-03-17 19:01:00

Author:
memorex
Posts: 91


The bit where the platforms are emitted is impossible. For the sake of humanity and my hair, please just use pistons, or rockets(you know how to work it right? You just use a stiff invisible spring attached to the platform to stop the rockets making it flying off). You still need to work on "hard but fair" but I eagerly await your next level. Btw, do you have LBP PS3? Play the levels by "CaptainCowboyHat" then you'll get what I'm on about2010-03-20 14:08:00

Author:
Unknown User


PaddyJ thanks for playing me level. Sorry you found it so hard. If you look at the stickers of the Egyptian dudes on the wall they show the path you need to take. Actually, they give away almost every secret on that level.

Edit: I think you are referring to the three rocks that shoot up that you need to jump off of to get across the lava pool. Changing them to the things you mentioned would ruin the feel of it. The point is the sackoys weight against the inertia of the rocks. Try timing your jumps with the last platform falling in the lava pool. That is what I do.
2010-03-20 19:25:00

Author:
Xenon
Posts: 306


Hi Xenon
I played the hard version of your level, you have amazing ideas, your level was a challenge, the first time that i played i had to learn it, but the second time the game was more enjoyable and i had a lot of fun, i could do the 6 challenges, I am very impressed with each, I think that each could be the central challenge of a level, but you put them all togheter, and its ok, honestly I couldn't find all the secrets but i will try again.

I'll wait your next level, i gave you 5 :star: and heart

Thanks for playing and your comments. I am glad you went back and gave it another try. The level is meant to be replayed.
2010-03-20 20:29:00

Author:
Xenon
Posts: 306


Incredible. Just incredeible.

I get intimidated when I see a level this good.

I played both versions but I like the easier one better. I'm such a wuss I know. The challenges are very hard but not impossible. I spent a half hour with this level today and never finished it. But this is a level that has so much replayibility so it will be in my psp for a while.I like your style, your other level City in Chaos is great too, very challenging as well.

I gave you 5 stars and a heart and hearted you as creator because your levels rock!!

Keep up the great work buddy!!
2010-03-24 02:25:00

Author:
VelcroJonze
Posts: 1305


Incredible. Just incredeible.

I get intimidated when I see a level this good.

I played both versions but I like the easier one better. I'm such a wuss I know. The challenges are very hard but not impossible. I spent a half hour with this level today and never finished it. But this is a level that has so much replayibility so it will be in my psp for a while.I like your style, your other level City in Chaos is great too, very challenging as well.

I gave you 5 stars and a heart and hearted you as creator because your levels rock!!

Keep up the great work buddy!!

I'm glad you liked it and noticed it was designed to be replayed. Considering how well your levels play I take that as a huge compliment.

Thanks for playing City in Chaos. I was thinking of posting it here but it was made back when the editor was riddled with bugs.
2010-03-26 15:17:00

Author:
Xenon
Posts: 306


Hey Xenon,

Congratulations on getting noted on the Community Spotlight for your pleasingly difficult and downright original gameplay! Fantastic job, and I look forward to playing more unique and challenging creations from you.

Giving a standing ovation,
jeffcu28
2010-04-04 07:03:00

Author:
jeffcu28
Posts: 648


Thank you, jeffcu28 for the mention! This forum is awesome, not only because it helped me promote my levels, but also due to the fact that there is such a great collection of creators with a passion for LBP PSP that I always have a queue of great levels to play.


Since my level has been out for a while...


Secrets spoiler/tip(highlight to see-->) All but one of the secrets have the little Egyptian dude near them. That one is a cliche so I thought it would be redundant.
2010-04-04 09:14:00

Author:
Xenon
Posts: 306


just about to play for F4F2010-04-25 16:37:00

Author:
crazy555
Posts: 59


Story

? No real story, but no problem. This level is for puzzles, not story telling


Gameplay

+ Very original puzzles, I haven't seen such well designed and diverse puzzle elements in any other community level to date
+ All puzzles are unique and challenging
+ Most puzzles produce a strong sense of self satisfaction upon completion
+ Built-in reward system makes the player feel good about making accomplishments
+ Though I didn't find any, the inclusion of secrets is a good idea
+ Ability to change music was a nice feature to include
- Music changes could be implemented better--like a series of switches (grabbable or otherwise) in the main chamber instead of scattered about
- Puzzles are sometimes too challenging and frustrating to complete


Final Thoughts
You posses a unique and uncanny ability to create puzzles. Your puzzles were well thought-out and in most cases challenging, yet very rewarding; this is what makes them so fun to play. I enjoyed playing this level very much, though admittedly I gave up on the tetris-block puzzle after roughly 5 minutes (and I think it's the only one I didn't complete).

I'm usually more of a gameplay junkie myself, but I enjoy a challenging puzzle here and there. In that regard, your level delivers. Nay, it does more--it will satisfy even the thirstiest of Puzzle camels in the dry dry desert of platforming.


Final Score: :star::star::star::star::star:

The camels send their thanks.


Secrets spoiler/tip(highlight to see-->)
You know you can use a spoiler BBCode for just such an occasion by using the spoiler tag right?
2010-04-26 05:29:00

Author:
xero
Posts: 2419


Have I commented on this level yet!? I don't think I have, and for that I am sorry, as this is one of the most impressive feats on LBP PSP I've seen! You fit so many awesome, delightfully difficult puzzles and challenges- and all the secrets, and the trophies, and everything else... honestly it just blows my mind! The difficulty makes passing each challenge SUPER rewarding, and of course the trophies and such only make it better I've only played the hard version, but I'll definitely check out your updated one and say more when it's fresh in my mind! Awesome work Xenon!

5 stars and a heart on the old one, and I have a feeling I'm gonna wanna give the updated one more than 5 stars

(You're already in my creator hearts)
2010-04-27 00:44:00

Author:
SeekingTruth86
Posts: 151


Story

+ Very original puzzles, I haven't seen such well designed and diverse puzzle elements in any other community level to date
+ All puzzles are unique and challenging
+ Most puzzles produce a strong sense of self satisfaction upon completion
+ Built-in reward system makes the player feel good about making accomplishments

Wow thank you for the very kind words and the well organized feedback. I glad you were able to enjoy most of the challenges. Its great that you mention the satisfaction you had completing them because that is exactly what I was going for.




+ Though I didn't find any, the inclusion of secrets is a good idea
+ Ability to change music was a nice feature to include
- Music changes could be implemented better--like a series of switches (grabbable or otherwise) in the main chamber instead of scattered about


I love putting hidden bubbles, secrets, features in my levels. The problem is I hide them. In this level I created a reward system for completing a room within a certain amount of time, speed run. But, I never let the player know this. I wanted it to be a surprise. Since there was no incentive for the player to finish the levels fast most would never know its there? I did the same thing with the music. I put a way to play the suggested track for a level at the entrance of each one. Since it was design to be replayed people could pick what track they wanted to listen to. Of course I again expected the player to figure this out on their own. I am going to work on this in my next level. Thanks for pointing this out.


- Puzzles are sometimes too challenging and frustrating to complete

Sorry you found some parts frustrating. There are two versions of the level maybe you downloaded the harder one.





Final Thoughts
You posses a unique and uncanny ability to create puzzles. Your puzzles were well thought-out and in most cases challenging, yet very rewarding; this is what makes them so fun to play. I enjoyed playing this level very much, though admittedly I gave up on the tetris-block puzzle after roughly 5 minutes (and I think it's the only one I didn't complete).

I'm usually more of a gameplay junkie myself, but I enjoy a challenging puzzle here and there. In that regard, your level delivers. Nay, it does more--it will satisfy even the thirstiest of Puzzle camels in the dry dry desert of platforming.
The camels send their thanks.

Thank you for playing and I?m glad you enjoyed it. Being a camel myself I agree, but LBPC has kept me so busy with levels I don't care. Still, I wish LBP would let you tag your level with a genre and difficulty. It would make finding things much easier.




You know you can use a spoiler BBCode for just such an occasion by using the spoiler tag right?

I did not, thanks.
2010-04-30 22:47:00

Author:
Xenon
Posts: 306


Hey Xenon, congrats on the nomination! It's great to see you on that list. 2010-04-30 23:00:00

Author:
Taffey
Posts: 3187


Have I commented on this level yet!? I don't think I have, and for that I am sorry, as this is one of the most impressive feats on LBP PSP I've seen! You fit so many awesome, delightfully difficult puzzles and challenges- and all the secrets, and the trophies, and everything else... honestly it just blows my mind! The difficulty makes passing each challenge SUPER rewarding, and of course the trophies and such only make it better I've only played the hard version, but I'll definitely check out your updated one and say more when it's fresh in my mind! Awesome work Xenon!

5 stars and a heart on the old one, and I have a feeling I'm gonna wanna give the updated one more than 5 stars

(You're already in my creator hearts)

Thanks SeekingTruth86 your levels are stuffed to the brim with high quality gaming goodness, so I take that as a major compliment. The funniest thing about this level is it started as my "easy relaxing level". I don't think that's possible for me =

I'm trying to get caught up in my feed back was feeling pretty good because I saw your Oneiros, which I played and loved was just a few days old... Then I realised it was Chapter 2... How do you guys get such high quality stuff out so quickly?
2010-04-30 23:05:00

Author:
Xenon
Posts: 306


I love putting hidden bubbles, secrets, features in my levels. The problem is I hide them. In this level I created a reward system for completing a room within a certain amount of time, speed run. But, I never let the player know this. I wanted it to be a surprise. Since there was no incentive for the player to finish the levels fast most would never know its there? I did the same thing with the music. I put a way to play the suggested track for a level at the entrance of each one. Since it was design to be replayed people could pick what track they wanted to listen to. Of course I again expected the player to figure this out on their own. I am going to work on this in my next level. Thanks for pointing this out. Ah, so that's how it works! It's timed... sneaky! No wonder I didn't get any, I'm slow at these.



Sorry you found some parts frustrating. There are two versions of the level maybe you downloaded the harder one. I downloaded the easier one... I'm not not the best at puzzles. They weren't extremely frustrating, just little bits here and there.



Thank you for playing and I?m glad you enjoyed it. Being a camel myself I agree, but LBPC has kept me so busy with levels I don't care. Still, I wish LBP would let you tag your level with a genre and difficulty. It would make finding things much easier.

Yes, that would definitely make searching for levels a lot better.






I did not, thanks.

It's a useful little feature, plus it's easier to reveal than highlighting all the text!
2010-04-30 23:11:00

Author:
xero
Posts: 2419


Hey Xenon, congrats on the nomination! It's great to see you on that list.

Great to hear, thanks Taffy! ... What list did I make?
2010-05-01 06:03:00

Author:
Xenon
Posts: 306


Oh, so you haven't heard yet?

Media Molecule nominated this level for a "Best Gameplay" PSP Sackie award. Click! (https://lbpcentral.lbp-hub.com/index.php?t=26115-The-LBP-PSP-Sackies-2010-Nominees)
2010-05-01 06:19:00

Author:
Taffey
Posts: 3187


So I replayed the defanged version, loved it just as much (Especially that one bit with the steam, the rolling fire and the floating fire... I just LOVE that part!)!

5 Stars and a heart and a creator heart, and GRATS on your nomination! You definitely earned it, this level is the definition of epic gameplay!

As for level-making speed, I wonder the same thing about many creators! Each of my levels has taken between 3-4 weeks to finish personally, depending on my work schedule (which can be hectic at times.)
2010-05-01 07:59:00

Author:
SeekingTruth86
Posts: 151


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