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Sackboy 2109: A Dystopian Tale

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Sackboy 2109: A Dystopian TaleElijah_Caine
Follow courageous Sackboy as he braves the many perils that lie beneath a dystopian city, all to keep a date with a friend.
This is my first level, created over 100 hours while laid up in bed with a sprained ankle.

- Detailed environments presenting platforming, puzzles and traps beneath a futuristic city

- 12 Secret Prize Bubbles to find

- Challenging without being frustrating (at least that's my intent!)

- Screenshots below

Patch Notes

Thanks CallMeCoolEthan, RoharDragontamer, onturenio, smasher1973, schm0, MrTran

03/31/10

- Added message telling the 4-Color code after player has spent 60 seconds in the 4-Color puzzle room; Message stays onscreen until canceled by player

- Increased proximity of clue lookout message trigger

- Decreased difficulty in laser corridor by recessing electric plates into the floor

- Fixed geometry that allowed player to get stuck beneath shock crane

- Added arrow cue after incinerator sequence to better direct the player; Fixed geometry that allowed player to get stuck in red incinerator light

- Improved ambience during subway outro sequence

04/01/10

- Decreased difficulty in the sling grab room by un-lethalizing the first platform

- Various minor aesthetic enhancements

- Added Raine cutout character to meet player at the end of the level

Major Change: 4-Color Puzzle now solvable without clues - Had some pretty good input on this, now this section should be smooth sailing for anyone regardless of whether they have the clues or not.

- Added shoutout to LBPCentral for LogicPack and Lite_Sleeper for the Tactical Font used in the incinerator

- Greatly improved subway ambience

04/02/10

Major Change: Overhaul of Spotlight and Laser corridors to greatly lower difficulty

04/10/10

- Added new checkpoint so player wouldn't get stuck if they popped themselves in subway car
2010-04-01 03:15:00

Author:
Unknown User


I seemed to have been the first to play the level. I was really enjoying it until I got to the room in which i needed to remember the light combination. I had apparently not been paying attention and couldn't get it right. Needless to say I was stuck and couldn't finish the level. Having to remember clues like that works better for secrets and point bubble bonuses rather than making it mandatory to finish the level. The majority of online players will not know the combination and will have to quit out. I still rated it 4 stars because I thought the detailing was great, and the platforming was fun.2010-04-01 03:54:00

Author:
CallMeCoolEthan
Posts: 27


Thanks for the input. I placed that puzzle near the beginning for just that reason. I figured between calling players' attention to the marks along the first tunnel, and being so near the beginning that a restart wouldn't seem too bothersome to go back and make note of the clues, that it would be okay as it is. I have a delay switch in that room that kicks in after 60 seconds to remind them to pay attention along the walls. Perhaps it would be better if instead she calls at that time and says she noticed the marks along the wall and gives the code to the player? I think that would be a good solution and would avoid forcing a restart. Thank you for being the first to play my level! Hopefully you'll give it another go after the change. : )2010-04-01 04:24:00

Author:
Unknown User


Its a tough spot, because it's not as fun if you just give the answer away but there isn't an easy way to just give a hint here. Right now your delay "hint" just tells people what they were supposed to do, but it doesn't actually help them without a restart. A lot of people will just move on to another level. I went back to my own level, but am willing to play again sometime soon.2010-04-01 05:05:00

Author:
CallMeCoolEthan
Posts: 27


I republished the level with the change. Now instead of the delay hint basically repeating itself, it tells you the code in case you forgot one of the numbers/colors. I think it works well like this. Story-wise I like the idea of the gang protecting their territory with a locked area, but not able to keep track of their own passwords so they graffiti them everywhere, and the delay switch now gives the code after a little time as a fail-safe. I hope you get a chance to play the rest of the level, I appreciate your input. : )2010-04-01 05:50:00

Author:
Unknown User


Positives:
Visually this level is outstanding! I was simply amazed with the level of details you put into just about every piece of equipment. It's obvious you spent a ton of timing getting everything perfect. The level also had an amazing amount of gameplay. There were so many different things going on. The early boss battle scene looked great! I really loved the subway station. It really does look like a real subway, great job on that.

Suggestions:
I guess I wasn't really paying enough attention to the dialogue because I totally failed to notice the requirement for the code. (Aha, after I restarted I realized I didn't ever see the initial warning dialog to look for the code. I only saw the dialog warning about the gas spotlights. I must have glitched the proximity switches my first time through.) I waited the 60 seconds, and the dialog box only stayed up for about 4 seconds!! You might want to have that dialog stay on longer and repeat every 60 seconds for those of us that play after having a few cocktails. I was able to fall off the the floor under the shock crane near the platform that raises/lowers you to the shock crane when I was on the back layer. Since I had to pop myself, I assume that wasn't a designed feature. On the other hand i was able to jump into the little hole in the bottom of the incinerator and nothing happened. When i popped myself I was transported forward in the level. Was I supposed to die in the bottom of the incinerator? Wow, is the difficulty level extremely high on this one. I had to fight frustration on the laser floors with the electric pads in both spots, it would be nice if you could lower the electric pads a little so there was a little more forgiveness if you slightly overcarried the jump. It was difficult enough avoiding the lasers, much less worrying about hitting those jumps that close. Also, the area where you used the sling grabs to throw yourself over the wall took at least 15 attempts for me to get through. The timing on the first sling grab is very random. Basically, I just had to rely on luck as I was pretty consistently letting go at the same time, and had an equal chance of getting thrown straight into the wall, or slung straight up into the ceiling as I did in getting thrown properly over the wall. I thought if you added a grab mat on the ceiling over the wall it would provide for a little extra leeway. I really do like being challenged, but get a little frustrated when it starts feeling like lucky timing has more to do with survival than skill does, and I felt this way in 3 different areas. Lastly, I thought it would be neat if you had the subway tunnel get dark between the stations (with just a few navigation lights for the conductor) like a real subway does, and that section would be really sweet!

Visuals/Graphics: 5/5
Machines & Logic: 5/5
Innovation: 4/5
Gameplay: Very Difficult

I gave you 4 stars and a heart. I want to spend some more time exploring for other hidden areas, and take a closer look how you but your machines together, as they were simply brilliant. I also hearted you so I can see what else you create in the future!

[Edit: Yikes, in looking back I think I sounded a little too critical. This level really is brilliant!]
2010-04-01 06:29:00

Author:
RoharDragontamer
Posts: 397


That's some incredibly detailed feedback there, Rohar, thank you so much! Let me address each of your suggestions because you have some great points.

- I'll check the proximity switch about the warning, I might not have the radius set high enough

- As soon as I read the part about the dialogue staying up for 4 seconds I knew I forgot to set a pause on that delay timer. Easily fixed and will be done so in the next iteration. The nature of that particular switch means it should repeat every 60 seconds anyway, but I will make the message itself longer.

- I'll look into that spot by the shock crane, I thought I had that place pretty well covered. I might have missed a spot!

- After you jump back into the hole in the bottom of the incinerator, you can keep going to the right to keep going through the level. Once the incinerator starts, I have a proximity switch activate the next checkpoint so people don't get stuck, that's why you spawned ahead in the level. It might not be obvious enough that you can keep going once the incinerator closes. I think an arrow pointing to the right on the right side incinerator wall should avoid any confusion.

- I've been kicking around the idea of making the electrified floor panels a little easier to navigate. I might make the safe spots a little wider. Should make the laser corridor less frustrating.

- As for the sling grabs, I can actually do it pretty consistently. Granted, I've done that section about a million times just playtesting it, but I have a real feel for that part, I don't think luck factors into it for me. I'll keep an eye on any feedback concerning it, certainly. As it is I think this part is really fun. : D

- Great idea for the subway, I wish I would have thought of it! I'll definitely implement that idea in my next set of level tinkering.

Thank you again for all the great suggestions, I'm making a list and taking it with me into the editor as we speak!
2010-04-01 06:50:00

Author:
Unknown User


Looks very interesting. Can't wait to play!2010-04-01 08:53:00

Author:
KQuinn94Z
Posts: 1758


Looks very interesting. Can't wait to play!

It's ready whenever you are : D
2010-04-01 09:41:00

Author:
Unknown User


That's some incredibly detailed feedback there, Rohar, thank you so much! Let me address each of your suggestions because you have some great points.

- I'll check the proximity switch about the warning, I might not have the radius set high enough

- As soon as I read the part about the dialogue staying up for 4 seconds I knew I forgot to set a pause on that delay timer. Easily fixed and will be done so in the next iteration. The nature of that particular switch means it should repeat every 60 seconds anyway, but I will make the message itself longer.

- I'll look into that spot by the shock crane, I thought I had that place pretty well covered. I might have missed a spot!

- After you jump back into the hole in the bottom of the incinerator, you can keep going to the right to keep going through the level. Once the incinerator starts, I have a proximity switch activate the next checkpoint so people don't get stuck, that's why you spawned ahead in the level. It might not be obvious enough that you can keep going once the incinerator closes. I think an arrow pointing to the right on the right side incinerator wall should avoid any confusion.

- I've been kicking around the idea of making the electrified floor panels a little easier to navigate. I might make the safe spots a little wider. Should make the laser corridor less frustrating.

- As for the sling grabs, I can actually do it pretty consistently. Granted, I've done that section about a million times just playtesting it, but I have a real feel for that part, I don't think luck factors into it for me. I'll keep an eye on any feedback concerning it, certainly. As it is I think this part is really fun. : D

- Great idea for the subway, I wish I would have thought of it! I'll definitely implement that idea in my next set of level tinkering.

Thank you again for all the great suggestions, I'm making a list and taking it with me into the editor as we speak!

Odd about the incinerator I thought I ran back and forth from left to right and tried jumping and grabbing as well. Don't change the laser gas rooms TOO much. You could widen the platforms or lower the electrified pads but I wouldn't do both just yet. (Making the electric pads thinner would be easiest I expect.

Let me know when you get the changes made, because I can't wait to see the subway again!!
2010-04-01 15:10:00

Author:
RoharDragontamer
Posts: 397


I have just played your level. It is really great, I enjoyed it a lot, and gave you 5 stars. Some more detalied comments:

Good points:
- the ambientation is awesome. It's obvious you have worked a lot in it. I'm just now working in a new ambientation for a boss that I published some weeks ago. I'll take some ideas from you level
- the gameplay is original and very funny, I enjoyed it a lot
- the tip in the colours puzzle

Points I'd try to modify:
- the dificult is very hard in general, I have to die around 20 times. In particular, the area where you have to grab to several circular pieces wich move fast, without touching the floor. That was really hard (BTW I found a position switch that you forgot to make it unvisible in the final platform wich moves to the left ;D). I think that many players won't be able to finish the level...
- The ambientation is awesome in general, but it looks heterogenious. The beggining is very diferent to other parts... but that is not necesarely bad, so... forget it
- the boss is rather simple and too easy, but the idea of the elevator is really nice, and the visual aspect too
- you could consider adding some character at the end. You could even use one of the original story for example

Since you are doing F4F, please take a look at my level. It's just a boss, but as I told I'm currently working in a completely new ambientation and hope to republish the level next week.
2010-04-01 16:34:00

Author:
onturenio
Posts: 138


RoharDragontamer - Changes are in place now, feel free to give it another go. : )

onturenio: After playing your Equilateral Tank level, of course my boss seems simple. Your tank makes most endgame Final Fantasy bosses seem simple! : D Excellent work on that, which I'll go into more in your thread. Just to go over your points in no particular order-

- I've changed the part in the sling grab section you mention being especially difficult. The first platform is no longer electrified, which should make the room as a whole much easier.

- I've scoured the level, but I can't find this visible switch you're referring to. Could you be more specific about which platform it is?

- I agree there is a distinctly different vibe before and after entering the lift. This was my first level, and piecing it together as I went I was also learning as I went. I think the level design kinda reflects that, but on a whole I think it blends together with a nice dystopian feel. : D

- I've modified the boss endlessly, and the results always seem to produce a fight that's too easy or too hard. I decided to go with the easier version, and just let the boss be part of the elevator set piece that the player can tackle and move on.

- Adding a character is a good idea, provide some closure after that trip : D I'll make that part of my next update.

Thank you very much for the great input, it's really helping me and my level a great deal!
2010-04-01 18:34:00

Author:
Unknown User


- I've changed the part in the sling grab section you mention being especially difficult. The first platform is no longer electrified, which should make the room as a whole much easier.

- I've scoured the level, but I can't find this visible switch you're referring to. Could you be more specific about which platform it is?


Just in the part you have modified. You have to travel using two sling grabs, and finally you take land in a platform, which moves to right, and finally you have to jump fast because something kills you otherwise. Well, in that platform there is a switch. Take a look .

I'll play again your level as soon as I get online again to check the modifications.
2010-04-01 18:47:00

Author:
onturenio
Posts: 138


Just in the part you have modified. You have to travel using two sling grabs, and finally you take land in a platform, which moves to right, and finally you have to jump fast because something kills you otherwise. Well, in that platform there is a switch. Take a look .

I'll play again your level as soon as I get online again to check the modifications.

Found it and fixed it, thank you very much! It was hidden under a magnetic switch : D
2010-04-01 18:57:00

Author:
Unknown User


RoharDragontamer - Changes are in place now, feel free to give it another go. : )

I'll check it out tonight!
2010-04-01 21:00:00

Author:
RoharDragontamer
Posts: 397


I just played it again. I still really dislike the dang floor/laser area. The margin for error on those jumps is just so darn tight. It took me all of the race timer and then some to get through again. I may not be the best jumper, but I don't see how that won't continue to be very frustrating for other players. The sling area was much easier and not nearly as frustrating as it was for me last night.

I forgot to mention last night that I really liked the INCINERATOR font!! I also see what I had done wrong. I was able to climb to the stop of the stack and get in that little hole. You have closed that off with a grille now, so it was obvious that I needed to be in the lower back layer.

Also, I don't know if you played with the lighting on the subway level yet. I thought there was dimming, but it didn't go DARK like I expected it too.

Again, fantastic level!
2010-04-02 00:55:00

Author:
RoharDragontamer
Posts: 397


Thanks for giving it another look!

I'll go back in and take another look at those jumps in the laser corridor. I can see from the scoreboard that a lot of people get stuck for a couple of minutes here, and I don't want that. I'll take another look at the spacing and try to bring the difficulty down. Glad to hear that you had a better time of the sling jumps. : )

I can't take credit for the INCINERATOR font, I used lite_sleeper's Tactical font from the Font Cache level. I should probably add a message at the end thanking them for their work on it, I don't want people to think that was mine. While we're on the subject, most logic switches come from LBPCentral's LogicPack, but the rest is all mine : D

I thought that might have been the case with the light in the Incinerator, thank you for pointing that out to me.

I did change the lighting in the subway a great deal, I'm still tinkering with it though.

And on a completely unrelated note, but I think pretty significant, I changed the 4-color puzzle so that it no longer requires knowledge of the clues. From the looks of things my original idea didn't work out so well in practice, but now the puzzle has 4 new visual cues that make the puzzle solvable even if you were just dumped in the room.

Thanks for the continued input, the ideas you and everyone else have given me is helping me shape this up into something a little more fun each time I think. I really appreciate it!
2010-04-02 01:16:00

Author:
Unknown User


I HATED you for scoring a 15,000 something points as I was still trying to get through that area (knowing full well that you probably started the level after I did). 2010-04-02 01:42:00

Author:
RoharDragontamer
Posts: 397


To make it up to you I just published a new update to the level that fully uses your subway ambience suggestion and now I think it looks great!2010-04-02 02:02:00

Author:
Unknown User


Hey Elijah, I just played through your level. Precision, and patience. Are two things you'll need to finish this one. For the most part the gameplay is very challenging, but fair. Although there was one or two cheap deaths I could've done without. That's not a big deal though, because playing through this one was worth it. The looks and layout are great, and you have some very fun platforming, and puzzle sections in there. My only complaint would be that I felt the camera could use a little tweaking in a couple of spots.
Great work!

Could you give me some feedback on my LBP Paint Factory? Thanks.
2010-04-02 03:07:00

Author:
smasher
Posts: 641


Hi, I played yesterday again, but after dying 10 times in the same point, I abandoned . I also noted that although most of players here (fom LBP central), have given you 5 stars, you have an average of 3. In my opinion, many players are "punishing" you for the dificult of the level. And moreover, I think this can be even worse in the future, as more frustrated players give you 1 star.

What could you do? Well, it depends on what you want your level to become. Are you proud of the dificult of the level, that only most patient and advanced players are able to finish it? It's OK, but in this case you could warn it in the description of the level, something like [extremely dificult] or something like that. In this way, people won't be so frustrated, as they was warned, and maybe they won't rate you so low.

On the other hand, if you prefer a level with good rate, and many plays and completed levels, you should modifiy ALL the level, decreasing seriously the dificult in every challenge.

Well, this is my opinion. The fact is that I became frustrated playing it, and gave you 5 stars because it is so nice visually and in the gameplay. Seriously, dificult is a thing you have to reconsider
2010-04-02 10:08:00

Author:
onturenio
Posts: 138


...In my opinion, many players are "punishing" you for the difficulty (sic) of the level...

Your level is very visually stimulating, which I think is a huge plus in your favor.

However, the comment above is precisely why I could only give it 3 stars myself. I gave up after about 10 deaths in the first 2 minutes. There's so many surfaces in the first two rooms that jumping and switching planes happens much more often (and unexpectedly so) than is needed. This level of detail ends up making it very "busy." It turns navigating through something like the first searchlight puzzle into a nightmare.

It should be obvious for the player to figure out where the safe points and estimate their route by carefully scrutinizing the level. The tricky part should be the implementation of that planned route. The fun should be in "Oh, I died there, let me start running for that safe point a bit sooner" or "Oh...! So that's where the safe point is!" I found that even when I planned my route it took extreme precision to stay alive, and was more an effort of hit and miss than actual skill.

For instance, the space between the first and second searchlights appears just barely wide enough for a sackboy. One pixel off, and I was dead. This gives the player an immediate impression of a "cheap" death.

Soon after, I had the first searchlight down but had no idea that I could jump up in the moving fan thing to hide from the searchlight. The thin layer in front added another level of frustration as it physically blocked me from jumping in and out of the only safe spot. In addition, the speed at which the object moves gave me the impression that it was there for decoration and not an actual place to hide, and made "jumping in" even more maddening.

Let me take a moment to re-emphasize my criticism: your level is visually stunning. You've made a good use of the "futuristic" materials and objects, and despite the level being "busy" it looks fantastic.

However, the learning curve is so steep there was little incentive left for me to continue. For all my misgivings, this may have been your intention. To rectify this, a label of "Extreme" or "Very Difficult" would be apt for this level, and give the player a level of expectation going in.

To be fair, my rating was only based on the first five minutes of game play, and only a portion of your level. It's definitely "worth playing." There are some players who enjoy an extreme challenge, and those people may well give you five stars. But the feeling of "cheap death" at the expense of hit or miss precision will leave a bad taste in the mouths of a good portion of players. With that being said, I'll definitely give your level a 2nd play tonight, when my nerves have calmed and I can take in everything with fresh eyes. I'm very curious to find out what the rest of your level looks like, and who knows, my ratings may very well improve after seeing what else you've created!
2010-04-02 14:35:00

Author:
schm0
Posts: 1239


Thank you, onturenio for your continued input, and schm0 for your detailed response to the level!

I can honestly say that the level I created was much more challenging than I had intended. Everybody's been so helpful in helping me fine-tune things. I have gone through and done an entire overhaul of the areas that seemed to be the most problematic. The tweaks I've made should hopefully alleviate the frustration of the challenges and make the level a lot more fun for everybody.

I hope you will both get a chance to play through my level again and let me know if the challenge is a bit more friendly.
2010-04-02 19:16:00

Author:
Unknown User


Hey I will try this level out as soon as I get home, I am on a trip, but I responded to your comment on my thread on my level "The Lumbermill" but this looks really cool and I can't wait to see it2010-04-03 05:13:00

Author:
Stunkel
Posts: 120


phew that was tough! i found that really challenging but i still thoroughly enjoyed it. to get the difficulty and enjoyment just right is tough but you got it spot on. the use of the materials was brilliant, giving the level a fantastic mechanical/futuristic vibe. your uses of layering was very effective as i was slinking between lasers and behind walls. the story was intriguing and really set the atmosphere. my only criticism was the boss thing near the beginning. the grabby swings kept bumping into the checkpoint which, to be honest, didn't look good. now i write this it seems really petty, which it is, but i can't find anything else wrong with the level. 5 stars!

keep the great levels coming!
2010-04-03 20:17:00

Author:
trip090
Posts: 1562


Ok. Welcome to LBPC Elijah. First let me say I absolutely love your style... lighting... colour... design... it came off cartoony (in a good way) but deadly. Unfortunately I could not get by the spotlights and became frustrated... with that said yours is the rare case where I just didn't move along... I will be back. To say I don't understand the path or the safe points, and the timing would be the truth... something is missing (for me).

While I have a slew load of other levels to play- I instead came on here to tell you I think you are a great creator- and if you're interested, I may have a proposition for you, expect a friend request to follow.

EDIT: Made it through with a friend!
2010-04-05 16:45:00

Author:
Gravel
Posts: 1308


Hello again,

I was able to check out some of the changes and get through to see the rest of your level! I'm glad to see some of the feedback here has helped! The first room is much improved, and still retains the intent of the challenge. I enjoyed your levels thoroughly, and to be honest, I am left scratching my head as to how to find the rest of your prize bubbles. Very well hidden, indeed.

Enjoyed the scenery, your futuristic visuals as said before are very well done. You've done a great job at creating a challenging level with fun gameplay! Keep up the good work!
2010-04-05 16:59:00

Author:
schm0
Posts: 1239


trip090 - Thanks for the feedback! I'm glad you like the scenery so much, coming from someone who put together Dimension Warp, that's high praise indeed! Would you believe I designed the the grab chain to bump into the checkpoint on purpose so it would be harder to grab the weak spot? Now I feel a bit sheepish : D

Gravel - Thanks for taking the time to check it out. I'm also very interested to hear your proposition. If you'd like to add me on PSN I'd be happy to guide you through any parts of my level that may be giving you trouble.

schm0 - I'm glad you were able to see he rest of the level, thank you for revisiting it. Everyone's feedback has been immensely helpful. Even though I've begun work on my next level, I'm still eager to make any positive changes based on feedback that will polish this level even further. Any ideas are welcome, and usually implemented as they're all so good!
2010-04-05 22:03:00

Author:
Unknown User


Hello, playing through this right now. The visuals are nice & the gameplay is good. The boss took a little to get used to. Haven't really ever killed a boss quite like that. Made it past the laser bit through trial and error. Now I'm at the sliding puzzle. Kinda confused on what's supposed to happen here. I dropped the ball into the middle pit and nothing happened. Oh okay, nevermind, I figured it out. One problem though, the score bubbles break when I try to slide them around.

Oooh the shock crane is quite nice. Oh crap, it's timed. Oh wait... no it isn't. That's weird, one of them turned on me on it's own. Oh well, I shouldn't dawdle for too long.. or I'll jynx them all .

Hmm.. I'm in a subway after the incinerator. Was there another path I could take somewhere in the incinerator? Oh well. Now I'm stuck after the subway ride at the Thank You screen. Okay, I'm forced to 'Hold to Retry'..... and now I can't get to the scoreboard because the subway isn't there anymore.

Overall, this level was fun. I had a good time playing through it despite what I experienced that the end. Nice visuals & great gameplay. Not crazy difficult, but it certainly isn't easy either. All my deaths were fair. I felt like most of the obstacles took a certain level of skill and patience to overcome. Once I realized this, getting through the level didn't require much at all. This level is an example of being one of the easier difficult levels I've encountered. 4/5 stars. Nicely done.

If you could F4F one of my levels, that'd be great. There's quite a few, just take your pick. Thanks!
2010-04-10 07:10:00

Author:
MrTran
Posts: 216


I really enjoyed this level. I found it was just difficult enough. I mean there are hard levels and then there are impossible levels. I feel like this fell into the hard category. I was able to beat it (albeit dying several times) and really enjoyed the whole experience! Very good visuals, very challenging platforming and a little puzzles to boot. I could see how this could be frustating to people who aren't looking to play a very hard level but I did enjoy it.

My one comment would be that it was very confusing going from the incinerator to just the subway. I thought it would have been cool to be saved at the last second or if there was some way to escape.
2010-04-10 08:02:00

Author:
shebhnt
Posts: 414


MrTran - Thanks for playing through my level, I really enjoy your play-by-play style of feedback! Just to respond to a few of your points:

- The score bubbles do break when you slide them around. The trick to get them all without breaking them is to move the slider all the way to one side before you spawn the bubbles, then jump up into the puzzle itself to claim them.

- That's weird that one of the platforms moved on its own during the shock crane sequence. I've never heard of that happening before, but I'm going to playtest this section a bit more and see if I can duplicate what you described.

- There is a way out of the incinerator : D Spawning ahead in the subway is just a failsafe so the player doesn't get stuck if the incinerator does actually kill them.

- I'm really puzzled that you got stuck at the subway. Once the subway car gets to that point, the door should slide back open and you should be able to hop out and walk to the exit located to the left. Did the door stay closed on you? If you find your way back to this thread, could you describe what happened to make you stuck? You do bring up a really good point here either way - I've tried my best to design this level so that at no point does the player get stuck regardless of what they do. The subway is an oversight that never occurred to me before because it was at the end. I've fixed this section so even if the player pops for kicks, they'll spawn ahead of the subway exit.

- I'm glad you enjoyed my level and offered the play-by-play, it was a great read. If you ever find yourself back in 2109, I hope the incinerator doesn't claim you : D

shebhnt Thank you for the positive input, I'm really glad you liked my level. As I said above, the incinerator is a bit of a puzzle in itself. It's definitely escapable, though I do wonder now how many people have gotten free and how many people have died there. Maybe future feedbackers will let me know : D
2010-04-10 16:38:00

Author:
Unknown User


Wow, this level looks legit. I'll be checking it out soon.2010-04-10 17:14:00

Author:
qrtda235566
Posts: 3664


- The score bubbles do break when you slide them around. The trick to get them all without breaking them is to move the slider all the way to one side before you spawn the bubbles, then jump up into the puzzle itself to claim them.

Oh okay, didn't know they were supposed to break like that lol. Too used to when hearing the breaking sound, something's not right.


- That's weird that one of the platforms moved on its own during the shock crane sequence. I've never heard of that happening before, but I'm going to playtest this section a bit more and see if I can duplicate what you described.

Yeah, it is weird lol. I freaked out when one of them turned on me without authorizing it!


- There is a way out of the incinerator : D Spawning ahead in the subway is just a failsafe so the player doesn't get stuck if the incinerator does actually kill them.

Oh okay. I guess I have to put on my Solid Snake hat to find out how to get past it! LOL


- I'm really puzzled that you got stuck at the subway. Once the subway car gets to that point, the door should slide back open and you should be able to hop out and walk to the exit located to the left. Did the door stay closed on you? If you find your way back to this thread, could you describe what happened to make you stuck? You do bring up a really good point here either way - I've tried my best to design this level so that at no point does the player get stuck regardless of what they do. The subway is an oversight that never occurred to me before because it was at the end. I've fixed this section so even if the player pops for kicks, they'll spawn ahead of the subway exit.

I was in the subway car and it went left like it's supposed to. Then it stopped behind the Thanks for Playing sign but I couldn't get to the door. I tried to move but it would only let me move like an inch left and right and jumping didn't do any good lol (maybe there was a way around this, i dunno) So I thought I was stuck and held to retry. And then after that, I was definitely stuck


- I'm glad you enjoyed my level and offered the play-by-play, it was a great read. If you ever find yourself back in 2109, I hope the incinerator doesn't claim you : D

A timely demise next time too! I'm sure of it! LOL I'll be playing this level again sometime in the future
2010-04-10 22:40:00

Author:
MrTran
Posts: 216


Great level! It reminded me of a classic sci-fi movie "2001: A Space Odyssey" except with a different twist. The puzzles are great and the base design is a top notch. The boss battle of this level is intriguing too but sometimes the infinite checkpoint around it are a bit of the grabable chain's way. The subway to the end of the level is nicely made. I tagged this level "puzzler" for great use of puzzles.2010-04-12 00:47:00

Author:
JustinArt
Posts: 1314


Hello Elijah, I just played again your level. I found it much easier now. This does not mean the level is easy: it is still hard! Nevertheless the difficult is not insane, which I think it was a fault of the former versions. Glad to see you are having a lot of people playing your level and good rate.

I gave you 5*, since I think it is one of the best levels I have seen so far . To make some constructive criticism, I still see the boss in the elevator little bit silly, sorry.

BTW: I got several ideas from your level to build my new one. Mostly regarding the decoration. I hope you don't mind
2010-04-14 09:34:00

Author:
onturenio
Posts: 138


Just wanted to let you know that I featured you in my newest The Film Makers Blog post. Check it out here! (http://www.lbpcentral.com/forums/entry.php?1254-The-Film-Makers-Blog-Story-Chapter-1-New-Beginnings)2010-04-18 08:26:00

Author:
shebhnt
Posts: 414


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