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Onion Gale: Obstacle Challenge Mix

Archive: 27 posts


Onion Gale: Obstacle Challenge MixNiKfY
8 stages in 1 level. The goal is simple: there is a hall before you, and all you have to do is get to the other side as fast as possible. If you like obstacle races, this is the level for you. No storyline and no flashiness, but pure platforming action!
Hey, guys, looking for a F4F on my new level, Onion Gale. Just give me your opinion, what you liked, what you didn't like, etc. WARNING: The level is moderately hard and takes approximately an hour to finish from beginning to end. But you don't have to get to the end to finish the level, though. You can end the level at the end of each stage if you get tired.

Ideal if you're looking for an old-school platformer.

Willing to return as many feedbacks as I get.
2010-05-07 17:47:00

Author:
figuer39
Posts: 108


I wish I'd read that it takes an hour to finish before I started playing it O.o

I got up to the swinging ball bits in the banshees hall but I foudn it too hard to bother continuing.

What I will say is that even if this level is all about the gameplay, theres not really any excuse for not having a little decoration. It seemed awfully empty which is a shame because I liked the characters you had at the begining of each section. If you styled the sections to represent them a little more I would have felt more inclined to continue. Ideas might be mushrooms and moss in the ogre section and windows and holes in the walls with eyes for the banshee.

Also I think you should maybe include more points to pick up in each section and maybe, just maybe, you should include the option to end the level right there and then at the end of every hall. That way you'll get more complete plays.

My F4F is my 2099 aerostation project mars level in my sig. Thanks
2010-05-08 15:41:00

Author:
Asbestos101
Posts: 1114


I have reviewed your standard and OMG! really entertained us too long my wife and I actually do not know how many hours did, at first began to make us mischief among us and we realized that with each race grew more than 20 minutes later to finish and wow! oh surprise, we find the longest level we played in LBP, are very well developed puzzles and traps, in some environments becomes somewhat difficult, but there were still competing, it's okay to create your characters in fact we took some photos and climbed to the level.

We would have liked to have more decoration and in some settings but always felt empty and there was something that had not been done more to put a few things in the background, but perhaps understand that the thermometer be filled. I put :star::star::star::star:

Good work
F4F: https://lbpcentral.lbp-hub.com/index.php?t=26126-Enchanted-adventure
2010-05-08 17:42:00

Author:
psyntens
Posts: 562


Thanks for the reviews, guys!

At Asbestos:

You thought the Hall of the Banshee was hard? o.O Boy, were you even trying?

Yeah, my level is pretty minimalistic. Wanted to stress the gameplay elements. But if you'd gotten a bit further, you'd have seen that my level actually DOES get a lot flashier as you go on.

And yeah, you CAN FINISH THE LEVEL AFTER EVERY HALL. Are you sure you didn't play my level solely because you wanted feedback on yours, without actually trying to play correctly? Or were you playing blindfolded?

Whatever, I will still deliver my feedback on your level. But you didn't even try for my level, so don't expect me to try hard on yours, my man.

At Psyntens:

Gracias por el an?lisis. Yeah, I just saw the photos you guys took today. xD You dressed up my monsters and all.

Wow, so this was the longest level you've played? o.0 Weird.

Yeah, I know that my level looks simple, but that's what I intended. The focus is on the jumping.

Will deliver the reviews soon, guys.
2010-05-09 00:24:00

Author:
figuer39
Posts: 108


Also, maybe I should mention that my level doesn't necessarily take an hour to finish. That is only if you want to finish the WHOLE level and are pretty lousy at platforming. You can finish the level without having to get to the end if you get tired. There is a big total of 8 exits...2010-05-09 00:34:00

Author:
figuer39
Posts: 108


Added to my list. :3

EDIT: NOT EVEN CHUCK NORRIS COULD COMPLETE THEM ALL SHESH!!! No Stars
2010-05-09 13:39:00

Author:
Jovuto
Posts: 2345


What? Oh boy, I thought that the players at this website would be... more hardcore.

I mean, ****, I can't believe people are saying my level is hard!

I... think I am going to stop requesting reviews here.
2010-05-10 10:43:00

Author:
figuer39
Posts: 108


Hey, man, every creator can improve upon their levels - nothing is perfect. Most people who play LBP want something fun, challenging... But not too challenging. If it gets to hard and they die several thousand times, they will leave the level! And first impressions are what also make people stay in your level. Witty dialogue, good characters to accentuate the experience (so that players don't feel alone), decoration, etc. will help your level with it's public reception.

I've still yet to try your level, but mark my words - I will. And I don't give up easily sir, oh no, not without a fight.
2010-05-12 15:35:00

Author:
Richasackboy
Posts: 619


Hey man, played your level. It was all easy until i got to the blue key in the minotaur part. Thats when i flipped out after failing so many times, i probably spent a good thirty minutes there. I really hate to say that i quit this level, as it is very brilliant, the concepts are "ingenious" and I am usually not a quiter. Your simplicity is what makes room for all the challenge and il probably try this out again later to finish it as im sorta stressed right now and pressed for time, thats why i hearted it . 5 stars man, the gradual increase in hardness 0.- seemed very well thought out.

If you dont mind, please return the favor. --Strange (1 Player Adventure)--by angie faramarzi
2010-05-12 15:42:00

Author:
drei
Posts: 158


@ richasackboy: this level is definatly not "too" challenging, i know a few people that could ace this easily. I also know Ive played a couple levels that I'd say was way more challenging then this was...

So figuer39 donnnnnttt make it easier, its good how it is )
2010-05-12 15:47:00

Author:
drei
Posts: 158


I'm just acting on what public reception is (public as far as this thread goes), but I am encouraged by your comment that this level isn't that hard!2010-05-12 16:01:00

Author:
Richasackboy
Posts: 619


Sorry for double posting, but I want to bring my review to the table!

What I think of your level (I am still at the Hall of the Minotaur):

Very nice platforming aspects, however, I would like to see you use the corner editor at least some of the time; the first part of the level seems somewhat bland, although good puzzle platforming.
Change your materials; make contrast and add to the levels atmosphere - add lighting (LEDs concealed behind walls so you can't see them), change your global lighting somewhat, change your level background (provides different ambient noises). Add interactive music to go with increasing difficulty. I've still yet to finish the level, but I'm going to! Seeya later with more feedback!
2010-05-12 20:10:00

Author:
Richasackboy
Posts: 619


Whoa, new posts. Didn't expect that.

Thanks for playing, fellas, will return your reviews.

Also, Richasackboy, if I am ranting about the difficulty of my level, it i because it is NOT HARD AT ALL. The people above who quitted because it was way too hard clearly didn't even bother trying. They only wanted a review off me, and that defeats the purpose of F4F, don't you think?

Also, I know my level looks simplistic, but that's how I planned it. Each stage is just marked by a different colour. I mean, the first stage is not really a cave, it is just an abstract space were you get to jump a lot.
2010-05-12 21:29:00

Author:
figuer39
Posts: 108


Forgot to mention, thanks for the heart, Drei!

Also, have you got an F4F link to your level?
2010-05-12 21:34:00

Author:
figuer39
Posts: 108


I started failing at the Minotaur area - entirely my fault. My timing was awful and the cart got broken several times... Perhaps you could put a door on top of the cart so that when you grabbed the three way, the key would stay in no matter what? I might try again later...

I don't think my feedback was that BAD, so I'm gonna ask for a feedback on my project.

Rather, an idea or three.

F4I: Mandatory Maintenance 2! (link is in signature)
2010-05-12 22:05:00

Author:
Richasackboy
Posts: 619


welcome, but err... dont exactly know how to put a link but if you look on the first page of the level showcase youll findit there! :/ Its called:
Strange (1 Player Adventure) v.4.0

please try and review it :d.
2010-05-13 02:36:00

Author:
drei
Posts: 158


As usual, i'll note as I play then summarise.

- Optional "no more players" is great.
- At the last leaf shaped grass covered rock, you have to take a leap of faith. Need some direction here.
- It would be nice to make the moving platforms a different colour (or add a decoration) to set them apart from the static ones. More fair on the player.
- On the first obstacle with the blue key/cart, I would cut a section out of the solid part to make it easier to see sackboy and the control. I would imagine it is pretty annoying to lose the key/cart here, so I took my time.
- I thought it was cool how you had to risk moving the blue key cart in order to get the bonus sticker.
- I would make the sticker bonus bubbles fall faster. Gets boring waiting for the combo to finish.
- Second checkpoint on purple section, the camera should activate sooner, I fell straight into gas the first time.
- The purple section with the 2-3 skulls moving horizontally was annoying because you can't see the path they move in. On second thought, it did make it fun playing with quick reactions. I do think the hazard path would still benefit the player.
- Instead of simple magic mouths, you could have a generic/mascot character for these. More interesting.
- Players are less inclined to read text from magic mouths while in a race. Something to think about.
- I didn't like the lack of sponges on the rotating X's. I felt this was just about luck and no skill was involved. If you perhaps made sections of the roof grabbable, this would allow the player time his/her decent/grab. Needs perhaps one more bit of sponge on the last X. Works much better on the second round you had.
- Not everyone can handle extended roof/grab sections. Yours were quite long with little room for error. I would shorten this section, or make the electric glass raise higher to be more forgiving while swinging across the gaps.
- Getting the griffin sticker was hard. So hard I gave up. I don't give up often. It didn't seem possible to reach. It was the only one I missed and I wasted a lot of time attempting to get it.
- The fire/moving platform went on for too long. I would slow up some of the faster fireballs or take out the last 3 or so. I lost all my race points on this one section, and lots more time. I'm calling it - it was too hard. I bet you, the creator, can ace this section with all the practice from playtesting, but most players will give up on this section if they haven't already. It's a deal breaker for intermediate players imo. Also with the exponential frustration with repeated deaths, the starting platform is too thin to jump onto, you don't get a second chance to hop back on if you overshoot, and it is too short for the player to easily reach the emitter grab switch. Also, the sensor switch radius for the moving platforms' wheels is too small, and I jumped on the side, it would stop and ruin my momentum. When I finally finished that section, I had 400 points left. The worst most frustrating part of the level. This lowered my rating from a high 4 stars to a 3.
- Camera countdown for photo is way too long. Not everyone likes them because they are unskippable without dying offscreen.

Phew. I beat it.
The major problem with this level is that some of the sections are too long for the player repeating the same action.
(For example, roof grabbing, dodging moving fireballs on moving platform, circular donut walk, with not much variation. If you look at MM's "Fire Pits" race in story mode, they change it up with different heights and widths of the pillars. (I went back to play this after you level and beat it straight away, that's how hard your level is. (at least the fire/platform section anyway))
Another thing about the level...you have great looking characters, but no story! Some simple motivation would make it so much better.
Nice level overall, just a few tweaks wouldn't go astray.

I wasn't going to ask for F4F for my level, but after that fire platform section, I feel I deserve it.
Don't get put off by peoples lack of decent feedback. Add some images to your thread (especially of your characters), and that will encourage more reviews. I always play levels with images that interest me (I only looked into this thread because of the lack of feedback).
2010-05-14 13:57:00

Author:
midnight_heist
Posts: 2513


Hmm, played your level.. Pretty interesting.
Visuals were lacking, but I guess that just made the gameplay twice as long which was good. Pretty interesting gameplay, some of it felt a little too simple though. It's not too hard, some areas were kind of hard though. DX Reaaaally lengthy. Dx
Overall I had some fun, but I didn't complete it. Something about it kept me from trying to complete it. DX

Can you leave feedback on Farewell Ruins of the Moon: Chapter One (https://lbpcentral.lbp-hub.com/index.php?t=26787-Farewell-Ruins-of-the-Moon-Chapter-One) by AbstractSam? Thanks!
2010-05-14 20:13:00

Author:
AbstractSam
Posts: 332


Okay, reviews are in, gentlemen.2010-05-15 10:47:00

Author:
figuer39
Posts: 108


At midnight_heist:

Not that's what you call feedback, sir! Expect a detailed review for your level.

Yeah, the idea behind my level is that each section exploits ONE kind of obstacle. Also, this is a pure gameplay level, don't be deceived by the characters. No story here.

By the way:

- You CAN figure out the path of the 3 flying skulls in the Hall of the Djinni. If you noticed, there are 3 different heights for the platforms in that section. Tall, medium and short. Well, one skull always flies at the height of tall platforms, one always at the height of medium platforms, and one at the height of short platforms.

-You CAN'T get the Emblem of the Gryphon by normal means. You just failed to figure out HOW to get it. I will PM you how to get it, as I don't want to spoil it here.

-The Hall of the Manticore IS supposed to be hard, you know. Also, the idea is that the fire cart will only move if you're STANDING on it.
2010-05-15 11:06:00

Author:
figuer39
Posts: 108


At AbstractSam:

Thanks for playing! Just curious, how far did you manage to get?
2010-05-15 11:07:00

Author:
figuer39
Posts: 108


Hello-

I just played this and I had a blast, the only thing that I didn't really like was the visuals. They seemed a little empty, if you just added a sticker or decoration here and there it would look a whole lot better. I really liked the characters before each area, the Banshee one being my favorite. The level was difficult but I like to play levels that are difficult, it gives me a challenge, something fun to try and do. I really like the idea of an obstacle course designed like this, it's a really unique and cool idea. Overall, I had a whole lot of fun playing this. Good work!

I rated the level 5:star:.
2010-07-01 22:47:00

Author:
X-FROGBOY-X
Posts: 1800


Wow, this is beyond frustrating of a level. Not only was it marked Intermediate (it isn't) but the ramping of difficulty is far too steep. It's merely 2 levels and it's pure frustration. Those gas blobs after the banshee are about as unfair as it gets. You can't even time it because they nail you at the peak and if you don't get to the peak of the swing you can't make it to the next swing.

I stopped here and did not rate this level. I think you've got to make more of a curve that isn't so steep. Beginning levels shouldn't be this hard.
2010-07-06 23:33:00

Author:
RSQViper
Posts: 302


Wow, thanks for returning the review.

It's odd you found the level so hard. o.O
Just in defense of the level, I have to say that you by all means CAN time swinging around in the gas part.
2010-07-11 14:55:00

Author:
figuer39
Posts: 108


hello thank you for your feedback on my lvel heres my f4f

Pros:
the charater art was pretty good
you could quit in certain parts of the level
not 2 hard

cons:
too long (it gets bit repeative)
scenery is too bold
theres couple parts where u can skip some obstacles by grabbing swinging sponge and letting go at certain spot.

average level but is this your first one? if so its not bad its not bad even if would be your 2nd or 3rd level.
but it has things that need improvement. it was fun in the beginning but as i said it got bit repeative.
i quitted in second key part... it just got 2 annoying but its a good feature that u can quit at certain spots...
but this is only my opinion... i like colorfull and varied levels so...

srry but i have to rate it :star::star::star:
but dont take it 2 roughly im pretty rough rater
2010-07-24 15:50:00

Author:
oblivios
Posts: 143


sorry it took so long for me to play this.
ok... this level is too hard. medium difficulty my ****.
i got to the manticore stage up until the cart with the fireballs moving up and down. the timer went out, i lost 98% of my score, and spent well over 20 minutes just dying. mainly because of the rediculously fast third last firball.
I was trying to go from start to finish, and i do not give up easily. but this really angered me. i was swearing aloud alot throughout the level, particularly at the manticore stage. I will not come back to retry this level.
the minotaur stage was kinda long. not really fun. the gryphon stage with the grabbing wasn't fun either in my opnion. i find personally find overuse of ceiling grabbing annoying.
i did like the visuals for the djinni and the manticore stages. they were simple but the colour sticker made them different from just plain material. nice silhouette stickers of the monsters and cool monster design. i think you might have been able to apply more of a visual and musical theme to each creature. i found the banshee, minotaur and gryphon's themes to be lacking.
you can quit any stage when you get tired and keep all the benefits of quitting while you're ahead and getting a good score, is there a benefit to going through the whole level? i think you should make the stage stickers available at the start of their respective stages otherwise you'd have to repeat the stage before going to where you left off (know what i mean?)
visuals like fog and lighting could be improved. aswell and theme material and music.
and tone the difficulty down a tinsy bit. it goes from easy to medium to A-hole very quickly.
overall good oldscool platforming, but way to difficult, its like the later stages' sole purpose is to annoy the player.
i gave four star overall. nearly a three.

if i think of anything else i let you know, or if you want to know something specific let me know.
(also if you think its odd that others think you're level is hard, then its because it actually is. you made it so its easier for the you to play.)

feedback my seplunking level (my newest; semi-spotlighted) or whatever
2010-07-25 15:23:00

Author:
MegaBlob
Posts: 291


^ Wow, thanks a whole lot for the feedack, man! Didn't think you would actually do it.2010-08-03 15:39:00

Author:
figuer39
Posts: 108


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