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Spelunking for Ore

Archive: 48 posts


Spelunking for OreMegaBlob


http://www.lbpcentral.com/forums/attachment.php?attachmentid=17463
Go down into a mine and underwater caverns in search of valuable ores. The caves have multiple pathways and hidden goodies...Can you find them all? Ores = Score
Use a new explosive i call "an anti proximity bomb" to blow away dirt!
Contains puzzles, some backtracking and general exploration. (Screenshots comin' shortly)
If you want to get a high score, you'll have to explore all pathways, this takes a while. a long while, there is a point of no return but from there on everywhere is backtrackable
http://www.lbpcentral.com/forums/attachment.php?attachmentid=17462http://www.lbpcentral.com/forums/attachment.php?attachmentid=17461http://www.lbpcentral.com/forums/attachment.php?attachmentid=17460http://www.lbpcentral.com/forums/attachment.php?attachmentid=17459http://www.lbpcentral.com/forums/attachment.php?attachmentid=17455http://www.lbpcentral.com/forums/attachment.php?attachmentid=17454

Please mention any problems i may have missed and whatnot, specifically there may be problem with the "puzzle" in the first path branch to the right where the floor doe not move when its told. this may be a random problem.
Thermo= 99.99999% packed out!
F4F thanks!<3

Please say which level of yours you would like me to feedback the most
2010-05-25 16:14:00

Author:
MegaBlob
Posts: 291


WOW, iM stuck at the part where it says... "How can i move this ice?, I cant grab it" I need serious help but i dont want to exit your level... what do i do?2010-05-25 23:08:00

Author:
drei
Posts: 158


push the block down! its the one blocking the block of ice from sliding from the exit, let go of the torch and push down! the torch should stay put above you2010-05-25 23:48:00

Author:
MegaBlob
Posts: 291


Very fun level! I love the tone and jokes in the text like "so far so bad" at the cave-in

The floaty flashlights and timed bombs were creative and well-used in all the puzzles and exploration.
2010-05-26 05:10:00

Author:
Incinerator22
Posts: 3251


Wow, You can easily tell the amount of work you put into this level, the multi-path approach gives it lots of replay value, the only criticism I can think of is perhaps more bubble points in the part where you lose your scuba gear, I died a couple times when investigating stuff, I'm the look everywhere kinda guy, though I believe I missed a lot =P Very well done, I'm sad to see it's had so few plays and hearts. I really enjoyed it and I wish you good luck in the success of your level.2010-05-26 06:30:00

Author:
ElementalPenguin
Posts: 83


I just wanted to say that I thought this was an excellent level and it's great to see people really taking risks and attempting to be really imaginative with their creations. It's also very rare to see levels that incorporate pitch-blackness into the gameplay and pull it off well. The puzzles are varied and clever and you let the player work them out for themselves, which is always a massive bonus

The slow pacing, tight spaces and darkness / torch mechanics really work well together to create a claustrophobic feel and with some funny dialogue over the top this level is a winner for me.

I don't really have any criticisms, some of the sections with more light in them could have done with more visual fidelity, but I can't say that that actually detracted from the experience for me. Great work.
2010-05-26 13:22:00

Author:
rtm223
Posts: 6497


Hello-

First off, I really like the idea of spelunking for ore, it's something that I've never seen done before at all in LittleBigPlanet. The beginning's characters were cool, I like how they were actual sack-people instead of the usual human sort of characters. Also, like rtm said, I liked the claustrophobic sort of feel in the mines, it felt like the sack characters at the beginning actually made it. I noticed on my playthrough that there's a visible circle of darkmatter at the area where you put the rock chunk inside a container and rotate it (I uploaded a pick for conveniance, but it may take a while for it to actually load up there). I had a lot of fun swimming, and blowing up rock throughout the entire level. I laughed at the ending about the thermo and sending the helicopter. Keep up the nice work.

I rated it :star::star::star::star::star:.
2010-05-26 22:20:00

Author:
X-FROGBOY-X
Posts: 1800


Oh you don't need to F4F me, I don't think most of my levels are good enough too display one lbp central, I just want to help other people out, I'm quite enjoying these forums, you get to find some rare pieces of art you couldn't find just playing the game, I feel inspired by what a lot of the people are doing and want to make a level to possibly rival some of these =P2010-05-26 23:40:00

Author:
ElementalPenguin
Posts: 83


That was such a freaking awesome level! Really confusing and puzzling and amazing :star::star::star::star: and a <3 from me! I loved the zillion different ways to go around in the level. I couldn't figure out how to move the step. I'm gonna have to go back and play a second round. The blue underwater lights were pretty sweet 2010-05-27 14:48:00

Author:
Kishemishe
Posts: 5


I didn't finish it yet, but I'll be sure to go back and try it. Hearted so I don't forget

This is a minireview from what I saw;

Good stuff:

-Nice use of absolute darkness

-The multi-use backpack spawners were cool

-The actual ore's and the level icons were beautifully crafted

-Good humor, which is a nice touch seeing as how horrifying the idea of spelunking actually is for me (I used to be very claustraphobic )

-Cunning puzzles indeed, and the multipathing is well thought out.

Stuff to think about:
-What might be nice, because your level looks like it's going to be massive in size and because of how long it takes to explore, theres a chance that players might want to call it quits and just end the level there and then. If you were to add a few shafts of light with a hook to grab that will take you to a premature end of level then that would probably increase the amount of completions as well as making it seem more enticing to find the stuff that you might have missed last time around.

-The first hook where you go down the hole and swing into a tiny hole on the right, after getting the ore it wasn't obvious that the hook was going to swing back up again, so I thought that would mean that it was going to remain at the top...and I kinda' died there Not sure how you'd fix this confusion, it might just be me being a bit of a tool

-The bit where you pull the pegs out to release the door, I wasn't sure what to do there. I saw the pegs, but then I saw the brown sponge which up to that point i'd been trained I need to blow up. So I spent about 3 minutes trying to drag a proxi bomb down there, with only one flashlight before I realised. I'd suggest maybe subtly sticking an R1 sticker on the back wall just to make it obvious you don't need to drag an exlposive all the way there.

-I blew a back pack up...I'd gotten to a section partially out of water with a glow worm section to the left and some rock to destroy on the right. It was a complete accident but it did stop me completing the level. Just saying "Don't do this" isn't good enough in a level, you need to put safeguards in. You should consider thinking of a way to re-emit them.

-Decorations at the begining could do with a bit of touching up. You should think about adding more paper thin bits of scenery, just more mining stuff would be cool, carts and cranes etc.
-Decorations in the mine...you should put in some patches of sea weed, coral, the floaty strandy stuff and barnacles. Don't clog the tunnels up with them, but a few now and then would look good with the light from the flash light.


I would like you to play my Seeking the Meaning levels (one is only about 30 seconds long, don't worry ), the link to them is in my sig
2010-05-27 19:45:00

Author:
Asbestos101
Posts: 1114


Thanks alot! i'll address all these points, although i will have a hard time prettying some of the level up with material, the thermo can barely take a cardboard box. its pretty much a few vertices from overheating, i've had to go through the level countless times deleting edges and objects to stop the thermo from glowing.
I don't know if its obvious enough but you don't have to explore all the level. you only need to go down one path that leads to the only exit. Plus the thermo won't fit another exit. anyways i hope to have these things fixed if/when you decide to play again. Thanks!

Before i read this i just finsihed your two aerospace levels. **** hard but well done, i'll get at your seeking the meaning level now
2010-05-27 20:57:00

Author:
MegaBlob
Posts: 291


Do let me know when you've updated it so I know to have another go 2010-05-27 21:26:00

Author:
Asbestos101
Posts: 1114


Megablob, your level has some really nice atmosphere. By that, I mean that the darkness of your level actually creates some mystery and anxiety in the player, and it's always good to pluck some emotion from the player. I felt that while your story is humorous and entertaining, it actually has some realistic qualities to it, and the way that the player makes his way from the cave up to the water's surface at the end was very realistic and really awesome. It truly showcased the depth of just how far down the miner went. I really enjoyed your gameplay bits and pieces, and the path being lit up by glowing worms was really cool.

The pace of the level is rather slow, but I actually think that it accompanies the level really well because the player feels lonely and lost in the darkness.

The backpacks are also really original and interesting, and I like how you kept on coming back to the backpack idea throughout the level (it wasn't just a gimmick, but it actually served many purposes in Spelunking for Ore).

So, if you could just improve the visuals by adding decorations here and there, I think that this level would be ridiculously awesome. Still, as of now, I really enjoyed it and I almost want to play again because I missed some ore/crystals.

Overall, you did a really nice job with this level, and I applaud your originality. Well done.
2010-05-28 00:08:00

Author:
obsoleteXeo
Posts: 134


Thanks alot, you're not the only one who mentioned the visuals, i intend to improve them tomorrow without blowing up the thermometer.2010-05-28 01:02:00

Author:
MegaBlob
Posts: 291


HAve a quick scan through the thermo guide in tutorials section of this forums. What you need to know is that the thermo is split into different parts, and fromt he sounds of it you have maxxed out the complex shapes thermo (the thermo for corners etc.). Good news is you may well be able to add plenty of stickers and decorations still as they are a different thermo. Subtle things like adding shadows using the gradient stickers makes all the difference with visuals. You may well be able to add in some more variety in the materials without blowing the thermo, just be careful about using too many as that can make it messy.2010-05-28 10:32:00

Author:
rtm223
Posts: 6497


After playing through the level all i can think to do is play it again! The level is fun, Creative and lefts
me wondering how much of the level i missed. The only part i found difficult was where you needed to move the ice to get through the path, apart from that the level was amazing!
I rated it 4 Stars
2010-05-28 17:19:00

Author:
alimista443
Posts: 57


Hey there, played it and I liked it. The opening was very funny and I started with a smile on my face. Maybe some more humor like that while exploring, becuase there is a LOT of swimming! I know thermo is limited so not sure what you can do there though. It was very dark so visuals weren't easy to see but perhaps you could make it more diverse because it's all quite similar and easy to get mislead. Not that I got very lost but I found myself back tracking trying to find all the stuff, would be handy for more distinct places. Easy fix could be to make different coloured glow worms in areas. I know there was a text when there was green ones as if they were alien or something but making them red, blue, green, yellow, pink etc would not only add colour but give players something to remember an area by. I never figured out the underwater door bit with 2 chained plug looking things on the cave to the right of it. I pulled them out but there was no hint as to what that done. When you go out at the end to the anchor it gets brighter. But if you go back into the cave it doesn't get darker again, so you see everything lit up and it reveals all the edges, dark matter and logic all over the place, best to add a global light tool near the exit so it darkens the cave again. It was a nice exploration level though and I enjoyed it for what it was. I looked everywhere I could, but missed a few things because that door and there was a cage in the bright water near the end I missed. I grabbed the anchor and getting back was impossible, no I didn't think of exploding myself

Overall I enjoyed it and think it could be a really great level with tweaks. :star: :star: :star: :star:

If you feel like it there's an F4F in my sig
2010-05-28 18:39:00

Author:
OneEyedBanshee
Posts: 1370


Thanks a lot, the level is currently being updated so i'll add these issues to my evergrowing list. I've taken upon myself to reduce the thermo, i made a large mistake when creating the level, were i just made a 3-thick layer and just cut into it with a 2 or 1-thick layer. its hard to explain but now i'm paying for it and have to tediously remove the many extra vertices created (Hindsight would have been great- dang)
I'll get down to your level shortly

EDIT: havent finsihed trimming the level yet but the thermo is looking alot better! its gone down by like 2% which is real good. things are going to improve
2010-05-28 21:11:00

Author:
MegaBlob
Posts: 291


Hey I played this yesterday - but I didn't finish it If I had come here and read the this thread I'd have found my answer, as I was stuck in the same place as drei was - trying to figure out how to move the ice. I died three times getting "squished" in a crevice as I attempted to "push" the ice. After the third time I just quit out of frustration - that's a long way to swim back from the last checkpoint, just to have it happen again.

What I did see I really liked - well sort of. I have to say I have a pretty strong dislike of underwater levels. My hand cramps up. Then you add a torch that I have to carry and that's another finger constantly pressing a button. Perhaps I am just old and tired, but this is not my favorite type of gameplay. That said however, the concept: the darkness with only a torch to light the way, the labyrinth of caverns, the multipurpose backpack, and the abundance of ore pockets were all great! I loved the sense of deep and alone you were able to convey. The humor at the beginning was also excellent - thank you for that.

I am on the fence as to additional decoration. At first I thought the same as many other posters here - too plain; needs more decoration. But now I am wondering if it will take away from that feeling of being utterly lost? With everything looking exactly the same as the last bit, it really does give you a sense disorientation. Up to you.

I do think that at the place with the ice "puzzle" you either need a closer checkpoint/backpack, or you need to somehow make the solution more obvious. I'm sure I won't be the last to get stumped there. Perhaps a different stickering of the piece that needs to move, or a more in-your-face hint from the magic mouth?

:star::star::star:
(sorry for the low rating, but I was unable - or unwilling - to complete it)
2010-05-29 17:13:00

Author:
v0rtex
Posts: 1878


Thanks for your feedback, i was hoping for a higher rating but sure i can't please everyone! I'm still currently overhauling the level, and have a plan to fix the backtracking issue among may others, and since a few people mentioned the ice puzzle i think i'll make it a bit more obvious.
When i finish tweaking i hope to change some minds on the level.

I actually deleted the post telling drei how to get past the ice, but until i fix it, i'll say it again --- push down on the ice to the left of the ice blocking the way, after letting go of the torch. The torch should rest under an overhanging thin layer giving you enough light and stregth to push the ice down, this allows the ice blocking the way to slide and float away upwards.
Here's a diagram:
http://www.lbpcentral.com/forums/attachment.php?attachmentid=17603
2010-05-30 16:43:00

Author:
MegaBlob
Posts: 291


Love, in a box.
Haha. I really liked it! humorous and dangerous! Reminds me of the stuff chief says in MNR!
5 stars with a HART!
Please review my The Gardens levell!
2010-05-30 19:44:00

Author:
Melted_Gummybear
Posts: 162


Great job! It's a good idea applied like I've never seen. The construction of the objects is clean and attractive. The backpack is a good idea and allows the player to access their resources. The access-proximity mine is also nice, although it's a little short on power. You might want to consider thinning the dirt walls a little so it doesn't take 4-5 bombs to blast away. The torch is absolutely brilliant. The choice to make it out of floaty was one of the greatest uses of that material I've ever seen. It makes it easy to take with me but still allows me the freedom to move where I want. The indentions on the ceiling to hold the torch were also clever. However, there are some small openings that will destroy the torch if you try to pull it through. Your puzzles were fun and creative. I also chuckled several times at the jokes.

:star: :star: :star: :star: - <3

(BTW: If you die in the icy-water section and re-spawn in normal water, the fog effect stays in effect.)

F4F: https://lbpcentral.lbp-hub.com/index.php?t=27829-Misty-Mountain-Hop
2010-05-30 20:58:00

Author:
Sonic42
Posts: 19


Hey there! Sorry I've taken a while to get you your feedback, but I've been busy!

I liked this level - it was a good adventure level and although I've seen levels like it, not quite like this before. It was fun, but I'm afraid it wasn't my kind of level. I liked the idea of the backpack, and the different equipment you could get from it, but some of the decorations were lacking. I'm afraid I couldn't finish it - I too got to the bit where you had to move the ice, and after dying a few times from being squished, I got frustrated and left the level, because (as mentioned) the last checkpoint is quite a while away, and it got annoying swimming back every minute or so - so I'm sorry about that. Other than that, good idea! With some tweaking, could be great!

I rated it 3 stars

2010-05-31 23:25:00

Author:
standby250
Posts: 1113


Thanks for your feedback! If you could be more specific about how and where you got squished that would be great.
The level is still undergoing a major overhaul (I pretty much had to dismantle and remake the level because of the many problems).
2010-06-01 15:44:00

Author:
MegaBlob
Posts: 291


Sure. Well, sometimes, in tight corners, when you try and go through with the torch you get squished. Also, that bit where you have to move the ice - I'm not quite sure but I always got squished there trying to get through - trying to move the ice.2010-06-01 16:22:00

Author:
standby250
Posts: 1113


Major Update
I've just finished tweaking the level, there may not be a totally obvious difference but it took me a long time, basically had to take apart and remake the level in an attempt to reduce thermo.

anyways there are major shortcuts for backtracking (they are not in your face, but not exactly hidden since they are near the exits of the paths they are shortcutting in the main end "shaft" )
some minor visual and puzzle improvements. couldn't do much else, thermo will not allow.

i need testing and feedback so any help is appreciated.

i've a lesson learned: make it right the first time.
2010-06-06 02:37:00

Author:
MegaBlob
Posts: 291


This is a very good level.

Your cave and water dynamics really give a claustrophobic feel that being underground really should.

Although, the parts where I had to leave my light behind and stumble around in the dark following glowworms were annoying. A couple of times , I 'd get squished by something unseen and have to start waaaaaaaaaaaaaaaaaaaaay back at the beginning of the segment. Sometimes "grabbing" the ores was a nuisance because it seemed I was never in the right layer. This level of nuisance increased when I was underwater. And I don't want to be swimming in circles around a rock while my air dwindles away. But this was all overshadowed by the HUGE feeling of adventure, something so many levels lack.

The radio guy always made me smile, I really enjoyed your writing.

Overall, a definite 5 stars and heart.
2010-06-06 13:45:00

Author:
Valgee
Posts: 105


Truly amazing level! :star::star::star::star::star: from me!

Pros:
Hilarious intro and diolouge.
Great visuals
Ores looked real!
Great claustrophobic cave feel!

Cons:
My sackperson died a lot after being crushed from trying to fit in cracks
I got lost a ton
After I learned about the keys, I got lost and couldn't find out what to do.

Cons are probably my fault, though.

F4F "Hazy Hills Hiking" whenever you have the chance.
2010-06-06 21:38:00

Author:
Phosphorus15
Posts: 463


Hi! I played your level few minutes ago.
It was great, but I only found 774 as my score.

Pros
Usage of lights and darkness great!
Equipment pack was usefull and clever add.
water gave a challenge for me and darkness it was good
Story was also fun, I like those words in radio: "sucks to be you" and "your just two armed freak" and so on.

Cons
little bit repeats itself, and it's like a labyrinth, don't always know where you are, before you find going a circle in there hahah, but hey that's the game
also those guys are little simple at look, but do just fine.

I would add some sounds in there somewhere, if you can anyhow cut thermo, but not really needed, great this way too! gave it :star::star::star::star:
2010-06-07 10:00:00

Author:
Unknown User


This level wasn't the most complex or detailed level, but i think it was definitely one of the most fun levels out there. I loved exploring the caves and thought the dialogue was funny. The atmosphere was also great. It actually felt like I was exploring the caves to find my way out, instead of following a predetermined path to the exit like most levels.

One thing i think you could easily do to improve this level(if the thermo lets you) would be to change up the materials in different areas. It kind of gets boring seeing the same old rough stone bricks everywhere. You might also want to make it so blowing up the backpack doesn't make you restart.

I gave :star::star::star::star: and a <3
2010-06-07 15:40:00

Author:
Nuffles
Posts: 132


This is a really enojoyable level, its very big n sprawly so theres plenty to get into, dont go spelunking in a rush!!2010-06-07 15:44:00

Author:
AccumulationNone
Posts: 58


Hi MegaBlob
I really liked the whole idea of the level! The searching for ore was great, and I enjoyed having a search around before moving on to where I needed to go. I loved the guy on the radio, I thought he was great, gave me a good laugh. I really liked the anti-proximity bombs, and they worked flawlessly, and the whole 'inventory' thing was great.

I had only a couple of problems; one was when i was moving a large chunk of rock out of the way, it was kind of difficult to move and took me a little while, maybe add a tiny layer of glass on the bottom to make it a little easier? Also, I could see the basic shapes that your level was built out of, which kind of put me off a little. Everything seemed a bit too organised for a cave. If you use the corner edit tool on the shape, and give it even just really subtle angles, it would have looked so much more natural. One last thing: I missed variety and stickers on the walls! Cut bits out, put a bit of vegetation here and there, and it'll look fab.

I know the problems section looks bigger, but it really isn't! The level, as a whole, was brilliant. I gave it :star::star::star::star: and one big fat <3
2010-06-07 19:33:00

Author:
Unknown User


The thermo is on fire. i can't add any more ojects but, i can tweak some vertices and add stickers and decor and materials.
I dismantled and rebuilt the level to reduce thermo which took nearly as long as making the level from scratch. so i'm goign to take a short break from major updates. the block i can fix. was it next to the dead guy?
2010-06-07 20:29:00

Author:
MegaBlob
Posts: 291


Your level is very cool, it is an neat concept with an successful execution. Your level also has some sweet gameplay mechanics that make different from other levels. (Using the lights, Crystal mining and the whole underwater part) If I had to criticise something it is that your level could be more clearer on where to go, There was an tonne of instructions given to you over the radio but I think it would be better if you cut down all the info into one simple speech bubble rather than 3. It really drives you out of the immersion when you have to read through 3 speech bubbles. Also towards the end where your swimming up to the surface I actually had no idea whether I was going the right way or not. The fact the actual sequence takes an while to do and the breaks between air vents is long was incredibly confusing.

But a part from those grips I loved every minute of it. Congrats

:star::star::star::star: + <3
2010-06-10 11:39:00

Author:
The Spartan Don
Posts: 56


This level was really good, there was a really good feeling of isolation, and claustrophobia. The Visuals were alright, and got the job done, however, while it did seem like a cave, I never really bought it. This is alright though because a large portion of the level was in complete darkness, which was one of the levels most creative and annoying features. The darkness while was a great game play component and you did a really great job incorporating it in many really great ways, There were points where I got really frustrated because of either I didn't know where to go, because I had lost/broken my lantern, or because I just couldn't see my sackboy, which personally is very frustrating. Alot of the mechanics were very well implemented, the combination of the lantern (which personally was weird to me because it was floaty material) and the bombs were the best part of the level. I'd like to point out however that the first time you need to do this I had a bit of trouble trying to get the bomb destroy a sliver of sponge blocking my way because it would fall down the hole and for whatever reason it wouldn't explode when I held it. The exploration component of the level worked well for what it was worth, but I never really wanted to find any of the crystals (however I'm not sure if this was due to my personal hate towards collecting/ completion, or because the character guiding me was incredibly unlikeable), and I think a little light board at the end showing me how many crystals I collected and how many I didn't collect would have been something I would add, so I could get a good feeling as to how well I did in that sense. Overall a really good level I gave it :star::star::star::star:2010-06-17 03:42:00

Author:
optimafrogg
Posts: 98


Thanks for your feedback!
The bomb doesn't explode if you're anywhere near it. The in-game intructions tell you that its an anti-proximity bomb, meaning it will only explode if you're far away, getting close to the bomb resets the timer. grabbing does nothing, but the instructions say nothing about grabbing really, i thought it was pretty obvious.

also i hope to improve the visuals sometime. aside from visuals any other problem i can fix
2010-06-17 08:43:00

Author:
MegaBlob
Posts: 291


Nice level!
what does F4F mean?
2010-06-17 17:44:00

Author:
CheesyDemon
Posts: 170


F4F means feedback for feedback.
go to this thread: https://lbpcentral.lbp-hub.com/index.php?t=7962-Feedback-For-Feedback
2010-06-17 18:26:00

Author:
MegaBlob
Posts: 291


This level is really good, but I was unable to finish it. I got to the part where you can grab rocks to decrease the water level, and increase the water level. I grabbed the decrease one and as it was coming down I managed to end up outside of that bit, with no way to get back in because another rock has come down because it was floating before. I hope all that makes sense

I still rated five stars. I would definitely have hearted it if I could have finished.
2010-07-28 21:36:00

Author:
Otune
Posts: 131


Thanks a lot! I fixed that bug there.2010-07-29 18:24:00

Author:
MegaBlob
Posts: 291


Positives:
I liked your opening story sequence. A cute introduction to your level. I liked your tools pack and great game play ideas. The RPG feeling of the level was well done.

Suggestions:
You would be well served if you spent a little more time polishing your character graphics. I realize you were trying to be cute or funny, but it seemed like you weren't interested in spending time on making them look good.

Overall it was great effort, and I gave you 4 :star::star::star::star:
2010-08-05 03:19:00

Author:
RoharDragontamer
Posts: 397


I agree that this is an amazing level. The small cramped spaces and the fact it was extremely dark and lit mainly by lights and other light sources really helped sell the illusion you were trapped in a big network of caves. The puzzles were interesting and fun especially the one near the start where you had to go diving with a torch and move boulders and things around to find the ore which reminds me, I agree with whoever said that the ore is sometimes a bit hard to grab.

Some of the level did look a bit flat as if someone had went through the cave with a steamroller but nothing so bad that it hurt the feel of the game and if you lost your torch...lets just say the retry button of your poppit suddenly becomes your best friend, especially in the more mazey areas. Different kinds of materials would also be nice or at least some more stickers or decorations.

still :star::star::star::star::star: and a <3
2010-08-06 13:41:00

Author:
cthulhu82
Posts: 211


Thanks alot, you're not the only person to say about the visuals. Unfortunately the level can take no more objects (no joke - one or two squares tops), and i had to redo the level because of lack of room for extra vertices. I'll probably use up the last of the vertices to make more notches for the torch to sit if its let go. There is however plenty more room for decorations and stickers, and i'll see if i can fit some material changing.


You would be well served if you spent a little more time polishing your character graphics. I realize you were trying to be cute or funny, but it seemed like you weren't interested in spending time on making them look good.

Er... I thought they did look good, but they could be better i guess.
2010-08-06 22:06:00

Author:
MegaBlob
Posts: 291


Very nice level! Very unique, and I like it that way.
:star::star::star::star::star: + <3
2010-08-07 19:08:00

Author:
Fishrock123
Posts: 1578


All right, I played your level once before but forgot to give feedback. I played it again, though. Anyway, this must have really taken a long time, as there is so much to this level. However, there is one spot where I was legitimately stuck; this was in an ore spot close to the place where the water level can be raised/lowered (not the ore right next to the two grab switches, but a little farther away), the water was lowered and the spot I was in was too low for me to get back up, so i had to blow up sackboy . Also, it seemed like there was a lot less decorations within the cave and more of them close to that ore thats rewarded for finding the 5 keys. Aside from that, the rest level was still pleasing to look at. The general flatness in some parts of the cave was noticeable but it's forgivable since all those corners add to the thermo. >_> Really, though, this is easily one of the best levels I've played because of the amount of depth of it.

:star::star::star::star::star: and a <3. Seriously great work. Thanks for the feedback on my level, too.
2010-08-07 19:46:00

Author:
Force Ten
Posts: 60


Is the problem you speak of below the sliding ice beside the grab switches, or beyond this puzzle room? Either way i'll look into it.

Thanks!
2010-08-07 21:51:00

Author:
MegaBlob
Posts: 291


It's to the right of that little room, there's that little shaft in between some of those glowing orange things where an ore is located. I fell in there with the water lowered and got stuck.2010-08-07 23:06:00

Author:
Force Ten
Posts: 60


I played this level much a while ago, but was too lazy too lazy to write this before .

I thought it was a good level, I liked exploring to find ores, and in the end I got a quite formidable score. The first few parts were great, It felt a lot emptier during the ice part and When you lost the scuba I think it kinda fell apart. The area was just too big, and I went and finished the level... The last parts could be described as "RPG dungeons without random encounters"...

But, the level was still very relaxing, and nothing too hard is going on. Some of the hiding places for the ores were real clever, and Somethimes I shouted "yes!" when I found a hidden one. I think you've done a good job by combining a level for the people that like easy levels and the ones (me) that like secret-hunting. The people who like tricky platforming and stuff will be left pretty cold, but hey, you can't please them all .

I gave it 4 stars.
(No F4F is needed since I returned this for my bud NiKfY)
2010-08-10 18:39:00

Author:
Arradi
Posts: 183


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