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Dr. Funk's Robo-zombie Apocalypse

Archive: 4 posts


Dr. Funk's Robo-zombie ApocalypseSmokyp3nguin91
On a foggy night in July, a small town is overrun by terrible creatures.

This is my first full level, and i spent over 100 hours making it.
It's very dear to me.
Any feedback is welcome.
2010-07-19 02:07:00

Author:
Smokyp3nguin91
Posts: 3


Sounds cool. I'll check it out later today. If you want a little more attention though, maybe you could post some pictures?2010-07-19 12:07:00

Author:
qrtda235566
Posts: 3664


http://i875.photobucket.com/albums/ab320/Smokyp3nguin/IMG_0410.jpg
http://i875.photobucket.com/albums/ab320/Smokyp3nguin/IMG_0412.jpg
http://i875.photobucket.com/albums/ab320/Smokyp3nguin/IMG_0416.jpg
http://i875.photobucket.com/albums/ab320/Smokyp3nguin/IMG_0420.jpg
2010-07-20 03:14:00

Author:
Smokyp3nguin91
Posts: 3


Observations-
http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg On the roof of the store, there's a big Empty space with some arbitrary sack people, saying things with little context. They seem a little hodge-podge. you might consider taking making costumes and then taking pics, so that the characters fit the theme a little better. Also, A player is likely to run straight to the left and off the building, and if they ar having an ADHD sort of day, quit and down-rate. With the way the player is shot out of the vent, the prompt about the car isn't even triggered unless the player decides to reverse direction. a little more subtle direction is needed. Maybe a barrier at the edge of the roof, or just move the eye patch guy more to the left so he triggers.

http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg If the player jumps out of the big dump-truck-thing after it's fenders come off, there's no getting back in. Also, the last checkpoint is waaaaay back inside the store.

http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg Trash compactor; Many people won't want to read a big lengthy description, when a double arrow below the switch will get the job done easier.

http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg The buttons on either side of the trash compactor are not glued down.

http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg There needs to some sort of "stop" to keep the player from taking the trash with him/her on the elevator. Actually, you could glue down the next checkpoint and it would fix it. Other wise, the player can get into an infinite death loop when the check-point rolls over the spikes.

http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg The part with the emitters and lights is really fun looking, but many times, the middle will drop out because it is emitting too close to the sack person. Add, to that the sudden spike in the skill curve, here, and you are begging for one-star ratings from players. Difficult is one thing, but if players feel cheated by inconsistant behavior, they tend to go for the rubbish button.

http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg the skill spike here is a bit extreme.

http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg nice use of background shapes. I especially liked the effect you got in the forest with the fog.

http://i612.photobucket.com/albums/tt210/swanbrown/utility/swanbullets.jpg Nice looking scenery all the way around. Just a little fine-tuning will improve this level alot.

- hope you find some of this helpful.

I rate it at a solid 3, but gave it 4 because I'm sure it will get there.

when you get a chance have a look at COPYABLE: Gradient Work Shop 2.2 (https://lbpcentral.lbp-hub.com/index.php?t=t=14333).
2010-07-23 19:36:00

Author:
swanbrown
Posts: 898


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