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Pyrostilskin's Cave

Archive: 38 posts


Pyrostilskin's CaveRoharDragontamer
http://www.beckersfamily.us/lbp/photo6.jpgPyrostilskin is a dwarven munitions expert who has treasure caches hidden all over LittleBigPlanet. Explore his cave and use his munitions to uncover hidden treasure! A easy/medium difficulty level with a good balance of puzzles and platforming with a few x2 and x3 areas. (x4 coming soon!)
This is my second attempt at a full level. I could really use some feedback on the game play mechanics and multi-player areas, as well as suggestions for improving the look and feel of the level.

One of the hidden areas is a challenge to find and get to, but if you try everything I think you'll find it.

I think I've come up with some unique game play ideas and I am especially happy with my "tethered" munitions kit. You need to spawn a wired explosive, drag it to the area you want to blow up, then go back to the munitions kit to detonate. The limited range of the tether allows for some fun puzzles. I've spent a lot of time play testing, so I'm confident everything works well with few glitches.

I will be happy to provide feedback for one level for the first 10 people that respond.

A few more screen shots for you...
http://www.beckersfamily.us/lbp/photo6.jpg
A jump platform area (with 3D glitch cave)

http://www.beckersfamily.us/lbp/photo7.jpg
Pyrostilskin's munitions kit

http://www.beckersfamily.us/lbp/photo8.jpg
A difficult to find x2/x3 area

I would also like to thank damaz10 for the help in play testing so far, and I would also like to personally thank (in no particular order) TheAdipose, rtm223, comphermc, Morgana25, jackofcourse, Incinerator22, Luos_Desruc, damaz10 and countless others for the inspiration you have given me to try to create quality levels. Your blogs, tutorials, comments, posts (oh yeah, and your levels) have be instrumental in helping me get the hang of Creating.
2010-03-31 17:45:00

Author:
RoharDragontamer
Posts: 397


I played your level and it looks really beautiful. It never becomes boring and you really feel like you are underground. Nothing to complain about the design. The music fits very well though a change of the song after a while would have been even better. Your mechanics are great aswell! I enjoyed watching everthingy working by it's own!

Unfortunately there are things I didn't like about your level:
-The first thing I noticed was the name. It sounds interesting but I had to read it several times just to unterstand and to enter it. It would be much easier to search for it if the name wouldn't sound so weird.
-At the beginning of the level it felt a bit repetitive because you had to do the same thing 3 times in a row but it wasn't that bad since you had some good ideas how to use it.
-The major problem about your level is the difficulty! After the part with the rolling bombs where you have to jump from stone to stone I died countless times! It's waaaaaay too difficult because you have to jump perfectly and everything kills you at once. I got frustrated and casual players wouldn't bother after they died 10 times and just leave the level to give you a bad rating. The distance between the jumps should be a bit shorter.
-I don't know why but it felt a bit short so you maybe should add one or two more obstacles.

I gave it a 3 out of 5 because of the frustrating difficulty but it was still entertaining.
2010-04-01 01:42:00

Author:
Chrree
Posts: 554


I played your level and it looks really beautiful. It never becomes boring and you really feel like you are underground. Nothing to complain about the design. The music fits very well though a change of the song after a while would have been even better. Your mechanics are great aswell! I enjoyed watching everthingy working by it's own!

Unfortunately there are things I didn't like about your level:
-The first thing I noticed was the name. It sounds interesting but I had to read it several times just to unterstand and to enter it. It would be much easier to search for it if the name wouldn't sound so weird.
-At the beginning of the level it felt a bit repetitive because you had to do the same thing 3 times in a row but it wasn't that bad since you had some good ideas how to use it.
-The major problem about your level is the difficulty! After the part with the rolling bombs where you have to jump from stone to stone I died countless times! It's waaaaaay too difficult because you have to jump perfectly and everything kills you at once. I got frustrated and casual players wouldn't bother after they died 10 times and just leave the level to give you a bad rating. The distance between the jumps should be a bit shorter.
-I don't know why but it felt a bit short so you maybe should add one or two more obstacles.

I gave it a 3 out of 5 because of the frustrating difficulty but it was still entertaining.

Thanks for your feedback. I am definitely going to be addressing music changes and sound effects after I finish the last area which is a x4 water area. The level is MUCH larger if you have 2, 3 or 4 players as there are two fairly large multi player areas. The column jumping used to be even harder! I made it simpler than some of the jump areas in Story Mode, so I thought it would be OK, but I agree as I die there a fair amount myself, so I'll change the jumps in a few minutes. I was going to spend the last few ticks of thermo on music, sound effects and score bubbles. If I have any thermo left after that I'll probably end up adding some more single player platforming.

As far as the name goes, I combined Rumpelstiltskin and Pyrotechnics, thinking it would be a cute name for a dwarven demolitions expert. I'm thinking about a few levels with this character as either the back story or the primary focus.

Thanks for the feedback!
2010-04-01 02:59:00

Author:
RoharDragontamer
Posts: 397


I played through this level earlier tonight, and the ambience was just great. At first I thought the entire level was too dark, but then I started to see it more as a trial and error type platformer, and then I just loved it. I had a real problem with the rolling bombs until I figured out you could handle them delicately. It was the only way I could pass, which makes that part seem like a puzzle segment disguised as a platform segment.

I do agree with Chrree about the part with the stones immediately after though. I nearly couldn't bring myself to finish it. The only thing that kept me going was the desire to see how the rest of your level looked. Take that as a compliment, but I know I was over 50 retries on that part alone and my willpower to press on was taking a serious hit. I finally managed it, and the rest of the level went much smoother.

Beautiful work, I gave it 4 out of 5 stars. I love challenge, but this level peaks into frustration a little too much. If you could adjust the rock jumping just a tad, it would be just right.

---------------------

My F4F Level: Sackboy 2109: A Dystopian Tale (https://lbpcentral.lbp-hub.com/index.php?t=24699-Sackboy-2109-A-Dystopian-Tale)
2010-04-01 04:54:00

Author:
Unknown User


I thought about warning people that I made those extremely pressure sensitive, but in the end I decided everyone would figure it very shortly after they touched one.

Did you find all the single player Sackboy Coins? The level does get a bit longer when you try to figure out how to collect all of them.

Sorry, it took so long to republish the level with the revised rock jumps. When I read Chrree's review I was already under construction on a new x3 area in the level. I had to kind of close the gap before I could republish the simple change to the column jump area. I've made some minor adjustments to the rock jumping, so let me know what you think.
2010-04-01 05:01:00

Author:
RoharDragontamer
Posts: 397


I went back and had another go at Pyrostilskin's cave, and the rock jumping is SO MUCH EASIER! Got through it on my second try. : D It looks exactly the same too, so kudos on pulling that off. The rolling bombs remain very tricky for me, but I had my mind wrapped around how to approach them, so I was able to get past in about 20 tries or so. I haven't found any secrets yet, but I did see one place where I missed a chance to probably discover one. I'll head back into the cave and see what I can unearth. : )

You did a really great job with this level, its atmosphere is incredible, the set pieces you have in place are great and the challenge is much better now. Second playthrough gets a definite 5 stars from me.

----------------

My F4F Level: Sackboy 2109: A Dystopian Tale (https://lbpcentral.lbp-hub.com/index.php?t=24699-Sackboy-2109-A-Dystopian-Tale)
2010-04-01 09:59:00

Author:
Unknown User


I call the rolling bomb area the "Donkey Kong" area. If you ever played the original Donkey Kong (where Mario was introduced to the world) you would know why I call it that. There is time to jump to the next level before the bombs that fell start to roll down hill. Thanks for the 5 stars!2010-04-01 15:04:00

Author:
RoharDragontamer
Posts: 397


I gave this a shot, and maybe it's my TV... or the fact that I'm colorblind... but I just couldn't see well enough to get very far. About 75% of my time playing the level was spent blindly running up against things to see where the corridors were. When it came to the Donkey Kong part... the rolling bombs were so dark they might as well have been invisible. I could only try jumping "invisible" bombs for so long before I had to give up. I think I could have done it, even not seeing the bombs, if they were spaced out a bit more though, so if I was going to suggest one thing (other than more light) it would be that.2010-04-01 21:25:00

Author:
tanarri69
Posts: 32


I gave this a shot, and maybe it's my TV... or the fact that I'm colorblind... but I just couldn't see well enough to get very far. About 75% of my time playing the level was spent blindly running up against things to see where the corridors were. When it came to the Donkey Kong part... the rolling bombs were so dark they might as well have been invisible. I could only try jumping "invisible" bombs for so long before I had to give up. I think I could have done it, even not seeing the bombs, if they were spaced out a bit more though, so if I was going to suggest one thing (other than more light) it would be that.

Thanks for the feedback. I play on a pretty nice HDTV screen so my gamma results may be much different then some. I actually started worrying about this very thing last night. I am thinking of adding a switch at the beginning which would allow people to "turn the lights on" as it were. I am also thinking of adding some lights on the rolling bomb platforms set at the places that I've learned to wait and make the jumps before proceeding, perhaps little blue LEDs. It will help illuminate the bombs, and help folks get through that area. I'll add it tonight and let you know. I'm also planning on adding a "hints" sticker screen similar to what comphermc did in All Mine (at least I think that was the level) but that won't be done until after I finish the x4 player area.
2010-04-01 21:40:00

Author:
RoharDragontamer
Posts: 397


Perhaps... maybe a little light on the tethered explosives (I loved these, btw) would allow the player to see where they are going while not lighting it up so much that you lose the "cavey" feel.

In the Donkey Kong part, I think even a little subtle lighting will go a long way. Even being able to see the shadows of those bombs roll by would be enough to pass that part
2010-04-01 21:47:00

Author:
tanarri69
Posts: 32


Perhaps... maybe a little light on the tethered explosives (I loved these, btw) would allow the player to see where they are going while not lighting it up so much that you lose the "cavey" feel.

In the Donkey Kong part, I think even a little subtle lighting will go a long way. Even being able to see the shadows of those bombs roll by would be enough to pass that part

Glad you like the tethered explosives! That device is pretty much what inspired the entire level (and potential series).

I thought I had enough of the fairly lights to allow folks to see the "soft" rock and paths. Since the entire level is in the cave, I never need to mess with the global lighting level. I think I'll simply add a way for a user to pick an ambient lighting level that works for them with a little message to keep it as dark as possible to "fulfill my artistic objective"
2010-04-01 21:54:00

Author:
RoharDragontamer
Posts: 397


Perhaps... maybe a little light on the tethered explosives (I loved these, btw) would allow the player to see where they are going while not lighting it up so much that you lose the "cavey" feel.

In the Donkey Kong part, I think even a little subtle lighting will go a long way. Even being able to see the shadows of those bombs roll by would be enough to pass that part

Glad you like the tethered explosives! That device is pretty much what inspired the entire level (and potential series).

I thought I had enough of the fairly lights to allow folks to see the "soft" rock and paths. Since the entire level is in the cave, I never need to mess with the global lighting level. I think I'll simply add a way for a user to pick an ambient lighting level that works for them with a little message to keep it as dark as possible to "fulfill my artistic objective"
2010-04-01 21:57:00

Author:
RoharDragontamer
Posts: 397


Hey Dragontamer, responding to your F4F post in my topic. I'll be writing this as I prgress through the level.

Entered the level, first thing I've noticed is the colorful lighting. Looks grand on the rock walls, especially in the areas with multiple colors fading in and out. The Munitions Kit works perfectly, no bugs. I've been spawning and detonating bombs all over the place, rapidly, and this thing hasn't missed a beat.

Stepped on the red switch right after the yellow one a few times now. Just a slight annoyance, but consider making it a bit easier to get around the red switch in some areas. Very nice cave designs, though. Complex, yet easy to get around.
The rolling bomb area didn't give me much trouble, I only died once. Same with the rock jumping segment (The latter is beautiful, by the way).
More nice bomb puzzles and well-designed areas, Okay. Took me a minute to figure out that I had to launch myself up where I was throwing the bombs, I figured the jump pad would do all the work.

Bombs are flying everywhere! This segment might be quit-worthy to people who have trouble seeing the level.
Great ending, that was just plain epic, and I don't use that word a lot.

Overall, this is a very well made level. I didn't find any bugs, the Munitions Kit never gave me any trouble, and all the contraptions around the level worked perfectly. Nice job. However, all this goes to waste if some people can't even see the level. The only suggestions I can give you are to make it longer (I understand I didn't get the full experience playing by myself, but the majority of people giving you feedback will be playing one player), add in some decorations and stickers, and do more with the tethered explosives. It's an amazing idea, find some amazing stuff to do with it. Most of it's use in the level was rather... Ordinary. A change of music and sound effects would add to the experience, too.

4/5 and hearted. And this is only your second level? Keep 'em coming.
2010-04-02 00:54:00

Author:
glue
Posts: 46


Hey Dragontamer, responding to your F4F post in my topic. I'll be writing this as I prgress through the level.

Entered the level, first thing I've noticed is the colorful lighting. Looks grand on the rock walls, especially in the areas with multiple colors fading in and out. The Munitions Kit works perfectly, no bugs. I've been spawning and detonating bombs all over the place, rapidly, and this thing hasn't missed a beat.

Stepped on the red switch right after the yellow one a few times now. Just a slight annoyance, but consider making it a bit easier to get around the red switch in some areas. Very nice cave designs, though. Complex, yet easy to get around.
The rolling bomb area didn't give me much trouble, I only died once. Same with the rock jumping segment (The latter is beautiful, by the way).
More nice bomb puzzles and well-designed areas, Okay. Took me a minute to figure out that I had to launch myself up where I was throwing the bombs, I figured the jump pad would do all the work.

Bombs are flying everywhere! This segment might be quit-worthy to people who have trouble seeing the level.
Great ending, that was just plain epic, and I don't use that word a lot.

Overall, this is a very well made level. I didn't find any bugs, the Munitions Kit never gave me any trouble, and all the contraptions around the level worked perfectly. Nice job. However, all this goes to waste if some people can't even see the level. The only suggestions I can give you are to make it longer (I understand I didn't get the full experience playing by myself, but the majority of people giving you feedback will be playing one player), add in some decorations and stickers, and do more with the tethered explosives. It's an amazing idea, find some amazing stuff to do with it. Most of it's use in the level was rather... Ordinary. A change of music and sound effects would add to the experience, too.

4/5 and hearted. And this is only your second level? Keep 'em coming.

Thanks for the great feedback! Glad you enjoyed the level. I added the little wall between the two switches to cut down on the accidental discharges. My first version didn't have that, and you would set off the charge about 1 in every 3 spawns.

The munitions kits are kind of fun in the water too. Play with a friend or two and find that area

Music and sound effects are on the list to do. Hopefully, I can get the level "complete" by the end of this weekend.
2010-04-02 01:39:00

Author:
RoharDragontamer
Posts: 397


Hey Rohar, I just got done with your level, and I enjoyed it quite a bit. I really liked your cave design, and layout. I thought the munitions kit was pretty innovative, and I really liked the look and feel of the level. I had some of the same problems as everyone else with the lighting though. I usually play with my gamma set on half, but for your level I had to turn it all the way up. Generally i think you did a pretty good job with the lighting, but a nitpick of mine is I don't like to see the actual light bulbs. I think it would look better if you hid them behind your scenery. If you get creative you'll find many ways to do it, and achieve great lighting effects. As for lighting the level you should play around with putting LED's in the front layers. You have to put them out there far enough so the camera can't see them, but you can get some pretty good control with this kind of lighting. You just have to play around with it. As for the difficulty I didn't think it was too bad accept for one part. The part when all the bombs are raining down on you. I swear it took me 15 tries to get through and when I did I just ran for it full speed. I think it was more luck than anything. I also got knocked down a hole twice, and fell down into the water, so I had to pop myself. You might want to check that part out. All in all though great level. Nice job!!! 2010-04-02 02:51:00

Author:
smasher
Posts: 641


I increased the ambient lighting and added little green LED's on the rolling bomb area. If you stand on each of the LEDs, wait for a bomb to get close enough to jump over it, then run (and/or jump) to the next green light and wait for the next bomb, it shouldn't be too horrible. The lights are placed in the spots that I wait to jump. I look forward to hearing whether these lighting changes are enough of an improvement while still keeping the overall effect dark (which is what I was looking for.)2010-04-02 22:39:00

Author:
RoharDragontamer
Posts: 397


Hey Rohar, I just got done with your level, and I enjoyed it quite a bit. I really liked your cave design, and layout. I thought the munitions kit was pretty innovative, and I really liked the look and feel of the level. I had some of the same problems as everyone else with the lighting though. I usually play with my gamma set on half, but for your level I had to turn it all the way up. Generally i think you did a pretty good job with the lighting, but a nitpick of mine is I don't like to see the actual light bulbs. I think it would look better if you hid them behind your scenery. If you get creative you'll find many ways to do it, and achieve great lighting effects. As for lighting the level you should play around with putting LED's in the front layers. You have to put them out there far enough so the camera can't see them, but you can get some pretty good control with this kind of lighting. You just have to play around with it. As for the difficulty I didn't think it was too bad accept for one part. The part when all the bombs are raining down on you. I swear it took me 15 tries to get through and when I did I just ran for it full speed. I think it was more luck than anything. I also got knocked down a hole twice, and fell down into the water, so I had to pop myself. You might want to check that part out. All in all though great level. Nice job!!!

I timed the raining bomb area so you COULD simply run through and jump the gaps at full blast. You just need to time the first jump properly (I admit the timing of the first jump has a fairly narrow margin for error.) You should be jumping the first gap to the first bombed platform right about the time the second of the double explosions is occurring.

damaz10 also fell through to the water, and I thought I knew where, but I can't find any of the darn holes myself. If you could PM a screenshot, or a specific location, it would help me a lot.

Thanks again for the feedback! I'll try one of your levels soon (probably tomorrow as I have dinner guests tonight.)
2010-04-02 22:42:00

Author:
RoharDragontamer
Posts: 397


Great atmosphere. It's just hard to see what you are doing, when there's such little light. A very lonely level. Could you try my level? Check my creations.2010-04-02 23:27:00

Author:
ghik16
Posts: 311


Great atmosphere. It's just hard to see what you are doing, when there's such little light. A very lonely level. Could you try my level? Check my creations.

Still too dark? *sighs*

I loved your creatures in Doom of Dragons, and posted a bunch of suggestions on your thread.
2010-04-03 17:53:00

Author:
RoharDragontamer
Posts: 397


Still too dark? *sighs*

I loved your creatures in Doom of Dragons, and posted a bunch of suggestions on your thread.

Oh sorry my post was so short. I was really tired, when I wrote it yesterday. It could be therefore I thought it was too dark. I'll give it a go another time. And then write here.
2010-04-03 18:25:00

Author:
ghik16
Posts: 311


I just tried out your level, It was fun! Very creative use of explosives. I too think that the level was too dark though... I like the atmosphere alot but some more lighting would be nice. If i were you, i would simply increase the radius and brightness of some of the lights, because their placement is great and i think you have more than enough of them. Overall though we got through the level with a few deaths due to the lighting but as soon as we knew ehere everything was it worked fine. Real fun, thanks!2010-04-03 19:41:00

Author:
Duffluc
Posts: 402


I increased the ambient light by 3 notches. I'm hoping that this will solve the lighting issue, as I do want to keep the ambient level pretty dark. Let me know if this helps folks!2010-04-03 20:30:00

Author:
RoharDragontamer
Posts: 397


Wow! I just found out I got an honorable mention in the Community Spotlight for my "innovative explosives puzzles" in this level. I'm flattered!2010-04-04 15:01:00

Author:
RoharDragontamer
Posts: 397


I added a "hints" option. (Thanks to comphermc's All Mine level for the great idea!) You do need to get the sticker at the end of the level, but if you use it at the beginning you'll get a huge hint on how to find all the secrets, and how to navigate through the more difficult sections. Also, I finally finished by x4 water area, which I think is an innovative x4 water puzzle. (I also cannot imagine how 4 players will finish it without being on a mic together.)2010-04-05 05:25:00

Author:
RoharDragontamer
Posts: 397


I liked this level alot, I did. However, I could not finish the level for one reason. It seems that sometimes in your level the emitters stop working completely, which forced me to restart 3 times, once at the beginning (With the bomb emitter), once when the music changes to the wilderness music (Also a bomb emitter) and once with the section where you are supposed to load up the cart with bombs. Please fix these errors, because I really want to finish this level. Also, can you leave feedback for my level in my level thread please (Linked in my sig.)2010-04-05 13:22:00

Author:
FlipMeister
Posts: 631


I tried out your level this afternoon. Great looking cave structures and the munition boxes are very cool.
Sadly I had to restart a bunch of times.
Bugs I encountered:
-Two times, the munition boxes for the jumping platform would not give any bombs.
-One time I saw two rolling bombs down the donkey kong area, then nothing. The second time I crossed the area there were no bombs at all coming down.
-Two times, I reached the hanging cart which you have to presumably load with a bomb, but there where no bombs forthcoming. After that I gave up.
Let me know when you fix these problem, because I'll be happy to give the level another go.

If your up for F4F it would be great if you could take a look at one of my levels. (links in signature).
2010-04-05 20:32:00

Author:
pickled-punk
Posts: 598


I noticed these errors first thing this morning, and I have NEVER encountered them before. I am starting to get warnings that my "sticker" thermometer is full. Apparently all of my emitters stop working when the sticker thermometer in play mode gets full. Sadly, I'm traveling for work this entire week, so I cannot tackle these problems until this weekend. I have a feeling this is going to be an extremely frustrating problem.2010-04-06 03:14:00

Author:
RoharDragontamer
Posts: 397


Okay I'm just very glad that this level lived up to the potential that Rohar imaginied it to be. Yes it can be tricky at times but that is what makes this level so fun! The wired explosives was very creative and the multiplayer areas make for some creative bomb fun. I hope you can fix your sticker dilemma in time, and sorry for not posting about this level any sooner. I gave :star::star::star::star::star: and 50 hearts! I have one suggestion and that would to put some cool lighting near the scoreboard. Other than that the level rocks! Peace!2010-04-07 15:26:00

Author:
damaz10
Posts: 771


Okay I'm just very glad that this level lived up to the potential that Rohar imaginied it to be. Yes it can be tricky at times but that is what makes this level so fun! The wired explosives was very creative and the multiplayer areas make for some creative bomb fun. I hope you can fix your sticker dilemma in time, and sorry for not posting about this level any sooner. I gave :star::star::star::star::star: and 50 hearts! I have one suggestion and that would to put some cool lighting near the scoreboard. Other than that the level rocks! Peace!

Thanks bud! Looking forward to playing your new level when you get it out. I ended up "dumbing down" the first x3 puzzle at the top of the first secret area, as it was just too difficult to make 2 of the jumps. I personally would miss one or the other 1 out of 5 times, and my daughter and her friend were MAKING it less than 1 in 4 tries. You combine that difficulty times 3 players and you have about a 1 in 20 chance of getting through it. It should be easy enough for 3 "patient" players to complete it.

You haven't seen the new x3 and x4 puzzles yet (which cannot be accessed at the moment due to my emitter problem.) I'll be home Friday afternoon and will try to tackle it then. Have a fair amount of work to convert the back 3D caves to the Aya Emitter Glitch. With luck that will get me the 3 ticks on my thermo I want as a safety margin, and I can add some more score bubbles, improve my "Hints" section and jazz up the score board.
2010-04-07 20:48:00

Author:
RoharDragontamer
Posts: 397


OK. I THINK I have the level fixed with a lot of help from Adi, Lous, CM (I can't remember how to spell c_markerlilly or whatever, soz), & Elijah. Thanks guys! We also had an opportunity to play test the x3 and x4 areas, so I think the level is back to fully functional.

I'm not 100% sure its fixed because my wife was up my backside about changing light bulbs, so I just published and logged out.

Still need to jazz up the score board and hide my lights, but that's what wish lists are for!!
2010-04-09 23:51:00

Author:
RoharDragontamer
Posts: 397


A few people suggested I hide the fairy lights, so I've just republished.2010-04-23 21:12:00

Author:
RoharDragontamer
Posts: 397


Okay, I finished your level. Hmmm, the cave was beautiful, I especially liked the 3D. There were some weird parts, like trying to lift up a bomb to another edge which was kind of frustrating, I didn't think it was possible so I didn't think I was doing the right thing >_>. I was also kind of annoyed by the layout of your bomb machine thingy, the buttons were in awkward places, causing me to hit both of them everytime, sometimes blowing myself up. :O I'd suggest moving the buttons in different locations. (like maybe one on top, one on the side?) The ending was awesome and very fun. Overall, I gave this level 4 stars.

Can you leave feedback on Cemetery Drive (https://lbpcentral.lbp-hub.com/index.php?t=25672-Cemetery-Drive)by AbstractSam? Thanks.
2010-04-24 18:49:00

Author:
AbstractSam
Posts: 332


Good:
+Visuals: Cave was beautiful from beginning to the end
+Audio: Great music for theme
+Gameplay: Obstacles and puzzles were special classified
Bad:
-
Critic: :star::star::star::star::star: This was very good experience, not too long, too short or too hard! If you want a perfect level you must keep searching forever because even in this level were little unpleasant parts and sometimes visuals were little dirty but they won't make playing the level bad in any parts! My F4F level https://lbpcentral.lbp-hub.com/index.php?t=25912-The-Cellar
2010-04-28 18:40:00

Author:
FreeAim
Posts: 2462


Good:
+Visuals: Cave was beautiful from beginning to the end
+Audio: Great music for theme
+Gameplay: Obstacles and puzzles were special classified
Bad:
-
Critic: :star::star::star::star::star: This was very good experience, not too long, too short or too hard! If you want a perfect level you must keep searching forever because even in this level were little unpleasant parts and sometimes visuals were little dirty but they won't make playing the level bad in any parts! My F4F level https://lbpcentral.lbp-hub.com/index.php?t=25912-The-Cellar

Thanks for the feedback! I would like to understand what you mean by "sometimes visuals were little dirty", but I'll check out The Cellar when I return from my business trip nonetheless.
2010-04-29 05:40:00

Author:
RoharDragontamer
Posts: 397


Your level was quite good I really like your 3d layers of the cave, The music really fits the scene. The level was quite frustrating but fun. Unfortunately the part when you have to keep hold of the cart near the rock climbing I left go and could not retrieve it. I think you should have a magic mouth or something just to hint the player The title is complex but very imagineative, keep up the good work. Overall it was a brill level i tagged it "complex" and gave it 4 stars. please F4F my 4th doctors tardis thanks.2010-07-20 19:05:00

Author:
J05thompso
Posts: 16


Shucks my business trip took me away from LBP for 2 months!! I'll check out The Cellar and Doctor Tardis tonight!2010-07-20 19:17:00

Author:
RoharDragontamer
Posts: 397


Are you still planning to do a sequel around Pyrostilskin?2010-07-21 07:06:00

Author:
pickled-punk
Posts: 598


Are you still planning to do a sequel around Pyrostilskin?

Yep. I'm going to start on it after I get Rohar's Run published sometime next week. I have a few ideas, but really haven't done much planning on it yet.
2010-07-22 15:51:00

Author:
RoharDragontamer
Posts: 397


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Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

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