#1
The Terrible Islands of Shipping Catastrophes
Archive: 10 posts
The Terrible Islands of Shipping CatastrophesSclera Inspired by nonspecific dreams, this level is a short but maybe hilarious journey that sees Sackboy on a quest to get a new ship. 19014 19016 19018 Feedback entirely welcome! Enjoyment even more so. ![]() | 2010-07-09 10:23:00 Author: Sclera ![]() Posts: 26 |
I'll give it a shot right now and update with feedback. ^o^ EDIT: Here's my feedback: I really thought your level was quite hilarious. xD Very good job making me laugh. There's only a few minor setbacks that I have to say. They didn't kill playability, but they didn't help visuals. The sharks had no bodies. I understand that the head is the only important part, but when they just...end...it's kind of strange. Very nice sharks otherwise though. ![]() It was a good level and I hope there are more from you in the future: I rated :star: :star: :star: :star: For F4F, could you play either Glitter Gulch Mines or Banjo-Kazooie Miniatures? (Links in my signature) | 2010-07-09 17:51:00 Author: AeroForce22 ![]() Posts: 392 |
As long as you laughed, nothing else matters. ![]() | 2010-07-10 00:50:00 Author: Sclera ![]() Posts: 26 |
A humorous level? I'm there! My favourite gameplay elements were the crabs/trees and the underwater wheels. You obsured sackboy from the player, but only enough to make it challenging and not unfair. The moving fire platform and the ship storm were nice touches as well. I didn't know what to do at the sharks, as the water switches didn't do anything, but eventually (on a timer?) the floor/arrow opened up. There a only a few little things, like visible switches, shark bodies, bases of palm trees, etc that you could clean up. The ending was a little anticlimactic, but I guess that's the joke. ![]() Worth checking out. ![]() EDIT about the sharks: Yeah. Definitely have a timer. For a quick fix you could just add a ticking sound. But a visual timer would be the best solution I think. | 2010-07-10 01:13:00 Author: midnight_heist ![]() Posts: 2513 |
I didn't know what to do at the sharks This is kind of my only concern about the level. Do you have any suggestions on making it more obvious that it's timed? Some kind of meter that fills up or something? I had someone else tell me that they got lost at the sharks, so I've been thinking about it. | 2010-07-10 01:16:00 Author: Sclera ![]() Posts: 26 |
not bad...but not great either. I'm kinda big on visuals...and this level was lacking in that department. Gameplay would be better if you restricted the player to one layer at a time...(something i learned the hard way myself). I did like the random comments thrown in throughout the level...and the underwater segments were pretty good. Overall I gave it 3 stars... Shawn | 2010-07-10 05:50:00 Author: shawneboi ![]() Posts: 221 |
Gameplay would be better if you restricted the player to one layer at a time. any points during the level in particular where this was a problem? also, i added 5 green LED lights in the shark section that light up as the timer runs out. | 2010-07-10 06:11:00 Author: Sclera ![]() Posts: 26 |
at the very beginning of the level when you are on the beach with the palm trees...your level is flat and it is very easy to just maneuver behind the crabs and kill them. This may have been your intentions...but i would think you would want the player to actually have to jump on top...instead of from behind... | 2010-07-10 06:16:00 Author: shawneboi ![]() Posts: 221 |
Yeah, that was kinda the idea. ![]() | 2010-07-10 06:46:00 Author: Sclera ![]() Posts: 26 |
Sorry for the double post, but in case anyone's interested I made two survival levels based on the shipstorm and shark sections. | 2010-07-11 03:04:00 Author: Sclera ![]() Posts: 26 |
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