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Infiltrate, Sackboy!

Archive: 10 posts


Infiltrate, Sackboy!KBling
A very difficult infiltration level where timing is key. It's suggested for just one player, as the difficulty is already pretty high. It's my first level, and I'm not to familiar with the LBP creation system which is why its so visually bland. Take your time!
I had a great time making this level and to be honest I *still* have fun playing it (and I created it). Acing it will be a difficult task, I haven't been able to do so. If you've aced it you're a god in my eyes (yes, it's that difficult).

Thanks for checking it out! More to come in the future. I'll gladly check out someone's level in return for feedback.
2010-03-26 02:14:00

Author:
KBling
Posts: 35


Bump. Please try it and give me your thoughts.2010-03-26 20:21:00

Author:
KBling
Posts: 35


This was a very fun level, but it got very repetitive after dying 10 times. My only complaint was the visuals, such as strange material selection and visible components. Good job, just needs a little work.2010-03-26 20:45:00

Author:
Arkei
Posts: 1432


I really appreciate the feedback, I'll be sure to check yours out. I'm aware the visuals aren't grand as It's my first level and I'm only just getting used to the tools. Sorry if it was repetitive.2010-03-26 23:14:00

Author:
KBling
Posts: 35


Please check out my level!2010-03-30 13:11:00

Author:
KBling
Posts: 35


Hey Kbling. I played through your level, and I think it's pretty good. First let me say that I like hard levels, so I enjoyed playing through this. The general LBP community probably won't share my opinion though. If you want lots of plays and hearts make your levels easier. Or you can be like me and just make them hard anyways. The thing about your level is that it's challenging, but not cheap. If you take your time it's doable. I do have a couple of suggestions though. There are parts where you play through one area then you go up and back the other direction. When your going through the upper sections you can fall down to a previously played section, in some cases you can even reactivate a checkpoint. This is where the repetitiveness comes in. You could put some hazard between the sections. The other thing was on the part where you jump the fences where the dogs are. I had a very difficult time telling what layer the plasma balls were on. That made it kind of frustrating. I was thinking maybe you could play around with the camera angles a little, or maybe you could change the color of some of the plasma balls, so when they overlap you might be able to see what layer they're on. All in all it's a solid level that's fun to play through. Good work!2010-03-30 22:52:00

Author:
smasher
Posts: 641


That's some pretty solid feedback and I'll certainly look toward making some changes next time I play. Appreciate it.2010-03-30 23:50:00

Author:
KBling
Posts: 35


-Using MM objects: It's always better to try and make your own, as it is more interesting to the player, as they have seen these enemies in story mode, and already know how they behave. A bit pointless only having one of them too.
-Swinging vent is simple but effective.
-You can "cheat" the first sentry turrent by backing up (so your out of range), then firing blindly. I do really like how it explodes and leaves a hole that the player needs to jump over also. Great from a gameplay standpoint.
-Might want to add a caution sign (!) above the tiny electic square between the spinny thin crosses as I didn't see it the first time and had to learn the hard way.
-You can jump over the "red X" that takes away your gun. You probably don't even need one, as the player needs to grab something straight after that.
-Adding a sound to the de-electrifing switches would help. Something like a powering down noise.
-Great obstacle with the spinning half electrified thingees.
-As for the hide in the holes / lots of green plasma part, you only need the hole to be one layer thick, and having it 2 layers thick makes the player think there is a reason for it.
-At the end of the back and forth grabby platforms, I died because I didn't see the last platform. The flow and camera directs you to the small legde thats holding up the sponge. Had to restart arh. I would add a checkpoint at half way because it is a tad too difficult or have an arrow/camera or something to show that last platform.
-Dogs are cool, but seeing what layer the plasma is on is really hard. I just ran like a madman (as if plasma was on the same layer) and hoped I would make it.
-The elevator ride last about one second. No need for the chiche elevator music imo.
-The boss, helicopter and jetski were really fun. Great way to end the level. I didn't find it too hard overall.
-Boss looked great, you make him yourself?
-Also would be nice to know how many stages there are at the start.
-The visuals are somewhat rough around the edges, but you seem to know that already so I just commented on gameplay.
2010-04-09 21:51:00

Author:
midnight_heist
Posts: 2513


Great feedback I really appreciate it, I'll go change some things today.

Edit: yes I did make the boss myself, along with the helicopter and snowmobiles
2010-04-11 16:23:00

Author:
KBling
Posts: 35


Am I too late to give Feedback? :eek:
Hopefully, I'm not.

Good:
-The level icon was nice.
-I like how the difficulty ramps up as you progress.
-The part with the glass slope and the electric thing at the bottom was nice.
-The boss looked great.
-The elevator part was partially relaxing, because of the music
-Ending was cool. I liked the jumping out of the window part.
Bad:
-To be honest, the visuals were somewhat repetitive. Try using different varieties of materials for the floors, walls, etc.
-The part with those gaps was frustrating, since I fell to the floor and landed on a previously activated checkpoint :O
-At the start, I saw the default 'floor'. Try making the level a bit higher and make your own ground.

:star::star::star::star: + a Heart for the ending.
If you're satisfied with my response, Please give feedback for my level. (The one in my Sig.)
2010-04-13 04:43:00

Author:
Jazve
Posts: 341


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