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The Mystery of Mystery Island

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The Mystery of Mystery IslandJoburg87



The Mystery of Mystery Island

Sackboy has landed on the Mysterious Mystery Island, rumoured to hide an ancient treasure. I based the level on various South American Civilisations, mainly Mayan. I used a few Mayan symbols to add to the depth of the atmosphere. Although not directly influenced or inspired by Uncharted, I t does have a bit of a similar feel to it. One moment you'll be solving a puzzle, the next you'll be running through a corridor trying to avoid rubble as the roof collapses.

http://i33.tinypic.com/2hznxus.jpg

http://i37.tinypic.com/ixfls1.jpg http://i33.tinypic.com/5tyiar.jpg

http://i34.tinypic.com/2hfkmdt.jpg http://i35.tinypic.com/nqsfvn.jpg

The level is mostly puzzles, but also has some minor platforming and some scripted set pieces (not sure how else to describe them). Im still working on a few minor changes and also on implementing a hint system for the puzzle impaired.

Please let me know if you find the puzzles too hard (they are meant to be fairly easy). Also let me know if you find any glitches/errors or what bits you find a bit boring or out of place. Hope you enjoy

UPDATE: Aside from adding a lot of minor changes and fixes that everyone has been suggesting, Ive broken the elevator device into two sections and added a puzzle in between. I think the puzzle is pretty good personally but I need some feedback from the community. Its hard to judge the difficulty etc of a puzzle when you actually made it yourself.
2010-08-16 04:27:00

Author:
Joburg87
Posts: 56


I Loved it.

Everything was really good. The puzzles were great, the design was awesome, the music fits.

And there's something I really liked about this level... can't put my finger on it... maybe the simplicity

That elevator thing was awesome! But quite long.

You don't really need to make a hint system since all the puzzles were really easy

Suggestions... hummmmm... I can't really give you something to work on this level since everything was good.
Oh, make a second one
Really should be on cool levels.
:star::star::star::star::star: <3
2010-08-16 20:23:00

Author:
tucas_95
Posts: 4


Thanks man! I appreciate the feedback

I've been thinking of either making the elevator faster (which would make it look a bit odd) or dividing it with another platforming section to help the pacing. But yeah, its way too long. The hint system I'm going to implement will be optional, and Im trying to make it as un-intrusive as possible. You'll aslo be rewarded with more prize bubbles (treasures!!!) for not using it.

Thanks for the feedback, Ive been thinking about making another, but I might wait to see how the community reacts first.

Do you have a level for me to try?
2010-08-17 01:22:00

Author:
Joburg87
Posts: 56


Thanks for the feedback on Little Big Jungle (https://lbpcentral.lbp-hub.com/index.php?t=33255-Little-Big-Jungle)

Notes & Suggestions:

Love the plane in the beginning.
Throw some score bubbles on top of those first few rocks.
Level could use some corner edits.
Hide the pistons on the first dock.
First puzzle outside was great!!
The climbing machine is so freakin cool but it is plain CB! Slap some stickas on it man!
Cave in and match light effect was PERFECT, i loved that.
Dropping that huge rock through the floor was very cool.


Your skills are very apparent when it comes to game mechanics and visual sequences. I think a bit of brushing up on corner edits, and some polishing up of the scenery would really take this amazing level to the next stage.

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

-DT
2010-08-17 22:15:00

Author:
dTOtheTEE
Posts: 183


I just played your level.
I found it very entertaining, I liked the mechanics, especially the elevator, the way the camera moved when you grab the first sponge, and how you played with the music in different sections of the level (like puzzle rooms). Now the puzzles, except for one or two, they are pretty easy, so I don't think you need to add in any hints.
I didn't think it was very long given the easy difficulty and the fast pacing, maybe some more obstacles wouldn't hurt the next time.
As for the visuals, aside from what has been suggested by the previous poster, I suggest using more stickers so that walls don't look so empty.
If you make a sequel or something, please use that elevator again! I thought it was very original

:star::star::star::star:

I'd appreciate some feedback on my level (https://lbpcentral.lbp-hub.com/index.php?t=33402-Evelyn), even if it's not marked as F4F (I'm trying to get that fixed).
2010-08-17 22:57:00

Author:
Flynn
Posts: 17


Thanks for the suggestions DT and Flynn

With the corner edits, do you guys mean in the inside areas (or more specifically the entracnces and exits of these). I have bookmarked these bits as things to fix, any other areas that stuck out?

The whole climbing machine thing area is pretty empty at the moment, simple because I change my mind as to what I want to do in that area every time I start playing. At the moment I want to make an indoor area that looks as good as the outdoor areas. I think that I have kinda put much more detail outside, and practically none inside, so it doesnt really feel like you are in some ancient ruins. Both of you have picked up on this, which is helpful!!

Sorry about the length. It was originally going to just be a series of puzzles strung together, a really quick level, but it as fun to make the outdoor areas, so I added more!

Thank you both for the suggestions.

Also, Flynn, Ill play your level when I get home from work.
2010-08-18 03:23:00

Author:
Joburg87
Posts: 56


This level is a fun little platforming and puzzling adventure. It's well crafted and well thought out.

I like the airplane and the little patches of grass on the square rocks. I do wish that some of the rocks in the level weren't quite so square shaped, but it doesn't look bad.

Nice puzzles! I took the first grab key I found in the wrong direction, just to see if anything special happened. Nothing did, but I liked the contingency you had in place so no one would lose it.

Wow! Great elevator... I got off, but it looked like there was farther to go. I was going to backtrack and check it out, but the level had other plans. I hope there's something up there, because that type of thing is great for replayability!

Falling rocks and dramatic lighting ftw! More dramatic lighting throughout the level wouldn't hurt. That part looked great!

Treasure room looks great, too, but more score bubbles and maybe an item prize would make it feel more like treasure!

All in all, this level holds a few surprises and some fairly tricky puzzles. Much fun! :star::star::star::star: and a <3!

I'd love an F4F on Invasion of the Sack Men From Space! Hope you dig it!

psn: SpeedyMcKnuckles
2010-08-18 16:03:00

Author:
SpeedyMcKnuckles
Posts: 331


I agree, put a few score bubbles near the beginning.

The wooden platforms were cool. I think some of the supports don't go all the way into the water, though, which looks a little strange. Also, there are pistons and some (motor?) bolts visible.

Also, if you get stuck in the water, it's mildly difficult to get out.

Loved the puzzle at the beginning! Great stuff. And then the circle puzzle was good too, though that little cavern would do well with some more decoration, maybe some green or some ridges in the ground or ceiling.

I liked the falling spikes, too!! I might put a checkpoint by it, though, so your players don't have to swing all the way across the gap again (especially because once those vines get swinging, it's hard to use them again). Also, when the spike trap goes once, it leaves one of the layers of spikes down (looks like the middle). I'm not sure that's what you wanted?

Going up was great, too. The points kinda made it glitchy though, since they broke when the spikes hit them. The only way I see of avoiding that would be to create the trap and sponge on two of the levels, then on the front level place the points. The spikes won't hit them, but the player can still get them.

Once again, another good puzzle (though it's a little finicky and wants the sponges EXACTLY where they should be, maybe make the radii on those keys a bit bigger?). Stick some vines in the room, maybe a little lighting, and it'll be even better.

Now... that elevator is impressive. Maybe throw some points in and a few decorations.

The candle puzzle might be my favorite.

Also, nice match sound, with the light coming on. Clever.

And finally, nice treasure room.

Well done! Good simplicity. I think the major thing the level could use is decoration, especially in the cave areas. For example, flat stalactites can't hurt, or at least have the walls and floor be bumpy. A "two-toned" background is also a good idea; interweave the background stone with another material, either geometrically or randomly. And I like your vines; it might be good to see those in more places. Also, try and use more material overall... for example, counterweights could be a different type of stone (don't go too crazy and use too many material types, either, obviously). The puzzles were cool (easy, but cool), so well done there.

Great level, I give it :star::star::star::star: and a <3.

I'd appreciate it if you'd review my Commander Keen: Goodbye Galaxy - Part II (https://lbpcentral.lbp-hub.com/index.php?t=33062-Commander-Keen-Goodbye-Galaxy-Part-II). That would be fantastic!
2010-08-18 17:39:00

Author:
Ryhas
Posts: 179


This level is a fun little platforming and puzzling adventure. It's well crafted and well thought out.

I like the airplane and the little patches of grass on the square rocks. I do wish that some of the rocks in the level weren't quite so square shaped, but it doesn't look bad.

Nice puzzles! I took the first grab key I found in the wrong direction, just to see if anything special happened. Nothing did, but I liked the contingency you had in place so no one would lose it.

Wow! Great elevator... I got off, but it looked like there was farther to go. I was going to backtrack and check it out, but the level had other plans. I hope there's something up there, because that type of thing is great for replayability!

Falling rocks and dramatic lighting ftw! More dramatic lighting throughout the level wouldn't hurt. That part looked great!

Treasure room looks great, too, but more score bubbles and maybe an item prize would make it feel more like treasure!

All in all, this level holds a few surprises and some fairly tricky puzzles. Much fun! :star::star::star::star: and a <3!

I'd love an F4F on Invasion of the Sack Men From Space! Hope you dig it!

psn: SpeedyMcKnuckles

Thats a great idea having a secret prize or something if you take the key the wrong way or keep going on the elevator. Definately something I will implement.

I had to put in a contingency for when the key gets lost because the very first time a play tested that bit the elevator squashed the key and I was stuck

Yeah, I need more prize bubbles in the treaure room. At the moment they arent there because Im putting in a hint system that rewards not using hints with more score bubbles, so thats only temporary And Im definately going to put more dramatic light effects in, simply because they are fun

Thanks for playing. Cant wait to play Invasion of the Sack Men From Space!, it looks great!!!!


I agree, put a few score bubbles near the beginning.

The wooden platforms were cool. I think some of the supports don't go all the way into the water, though, which looks a little strange. Also, there are pistons and some (motor?) bolts visible.

Also, if you get stuck in the water, it's mildly difficult to get out.

Loved the puzzle at the beginning! Great stuff. And then the circle puzzle was good too, though that little cavern would do well with some more decoration, maybe some green or some ridges in the ground or ceiling.

I liked the falling spikes, too!! I might put a checkpoint by it, though, so your players don't have to swing all the way across the gap again (especially because once those vines get swinging, it's hard to use them again). Also, when the spike trap goes once, it leaves one of the layers of spikes down (looks like the middle). I'm not sure that's what you wanted?

Going up was great, too. The points kinda made it glitchy though, since they broke when the spikes hit them. The only way I see of avoiding that would be to create the trap and sponge on two of the levels, then on the front level place the points. The spikes won't hit them, but the player can still get them.

Once again, another good puzzle (though it's a little finicky and wants the sponges EXACTLY where they should be, maybe make the radii on those keys a bit bigger?). Stick some vines in the room, maybe a little lighting, and it'll be even better.

Now... that elevator is impressive. Maybe throw some points in and a few decorations.

The candle puzzle might be my favorite.

Also, nice match sound, with the light coming on. Clever.

And finally, nice treasure room.

Well done! Good simplicity. I think the major thing the level could use is decoration, especially in the cave areas. For example, flat stalactites can't hurt, or at least have the walls and floor be bumpy. A "two-toned" background is also a good idea; interweave the background stone with another material, either geometrically or randomly. And I like your vines; it might be good to see those in more places. Also, try and use more material overall... for example, counterweights could be a different type of stone (don't go too crazy and use too many material types, either, obviously). The puzzles were cool (easy, but cool), so well done there.

Great level, I give it :star::star::star::star: and a <3.

I'd appreciate it if you'd review my Commander Keen: Goodbye Galaxy - Part II (https://lbpcentral.lbp-hub.com/index.php?t=33062-Commander-Keen-Goodbye-Galaxy-Part-II). That would be fantastic!

The supports dont go all the way down because when they are down they go they hit the floor, Im looking into someway of fixing this, maybe moving the whole level higher would be a good option. Ill also keep an eye out for those pesky visible motor bolts!!!

Stupid spike roof stating down for no reason!!! Its so temperamental when it should be one of those things that always works!!! Makes it really hard to find those glitches when theyre a bit random, so thanks heaps!!! Ill have to look into that one

Good thinking with the rising spikes and score bubbles , thats a perfect solution!

Ive been trying to think of ways to liven up the inside areas, those suggestions are great. Vines and stalagmite in the foreground could look great!!

Thanks for playing!! I will try out your level when I get home, sounds interesting!
2010-08-19 04:04:00

Author:
Joburg87
Posts: 56


Very nice level. I loved the little "simple" puzzles that gave u a sense of completing things as you go w/o slowing down the momentum of the level.
In the puzzle room where you turn the big wheel the switches are not glued down. I somehow managed to flip one of them upside down getting it stuck in constant rotation. =p
The pulley elevator was brilliant, but it felt a little too drawn out. Maybe there is a way to shorten it or speed up the ascension.

In the area where the ceiling collapses on you the grab never dropped... In trying to figure out where to go I managed to get stuck behind the rubble and pinned in the darkness... I had to hold retry just to get out of there... after about 4 minutes or running back and fourth trying every possible area it finally dropped. I'm not sure if it was your intention to make it wait so long.. or if i managed to glitch something... but for me it was a bit frustrating now knowing how to continue on.

Overall I loved the feel of the level and the effects were nicely put together and very clean. my fav for some reason is the spike pit with the vines!

I give you a 4/5 stars would of been 5 if it wasn't for getting stuck after the collapse. keep up the amazing work n_n
2010-08-28 03:00:00

Author:
Unknown User


Very nice level. I loved the little "simple" puzzles that gave u a sense of completing things as you go w/o slowing down the momentum of the level.
In the puzzle room where you turn the big wheel the switches are not glued down. I somehow managed to flip one of them upside down getting it stuck in constant rotation. =p
The pulley elevator was brilliant, but it felt a little too drawn out. Maybe there is a way to shorten it or speed up the ascension.

In the area where the ceiling collapses on you the grab never dropped... In trying to figure out where to go I managed to get stuck behind the rubble and pinned in the darkness... I had to hold retry just to get out of there... after about 4 minutes or running back and fourth trying every possible area it finally dropped. I'm not sure if it was your intention to make it wait so long.. or if i managed to glitch something... but for me it was a bit frustrating now knowing how to continue on.

Overall I loved the feel of the level and the effects were nicely put together and very clean. my fav for some reason is the spike pit with the vines!

I give you a 4/5 stars would of been 5 if it wasn't for getting stuck after the collapse. keep up the amazing work n_n

Thanks, I appreciate it. Im glad you found some glitches, gives me a chance to fix them up. Although Im not sure what could have happened with the grab rope that falls. Thats one thing that really shouldnt break. Will check it out shortly. Did you by chance move around a lot after the cave in. Perhaps my sensor switches radius is too small and you ran out of the zone. Thats the only thing I could think of until I get a chance to have a look.

The elevator section is still a work in progress (on the back burner for now though). I'm thinking of adding another platforing element mid way through the elevator ride, and then you come back to it and finish it off, because it is way too long (gets really boring when I constantly play test it!!

Thanks for the feedback!!!

EDIT: I was right, the sensor switch controlling the scripted sequence after the collapse had a tiny radius! Fixed now, I cant find a way to escape from its range, so hopefully that wont happen again. So the roof collapse is fixed, 5 stars now please thanks! (joke)
2010-08-28 03:38:00

Author:
Joburg87
Posts: 56


This level in my opinion was too easy, not that there's anything wrong with that but I personally would like to think a little bit more when presented with a puzzle rather than just pulling switches very linearly.

I really liked your climbing machine but it was a bit to drawn out. The switches for the puzzles should also be glued down. I also think that the cave sections of the level could've used a little bit more corner editing as they were very square and flat looking. There was also a lot of visible dissolve so I knew what objects would be falling when and that takes away from the surprise of it.I don't mean to sound harsh, I had fun playing your level and I'm looking forward to what you have to offer next, I also applaud you for having the grabby circle that you drag at the very beginning remit if someone puts it under the elevator and breaks it. I've seen so many levels where there's only one and you have to restart. I gave it 4/5 stars.
2010-08-28 03:46:00

Author:
zynax555
Posts: 170


This level in my opinion was too easy, not that there's anything wrong with that but I personally would like to think a little bit more when presented with a puzzle rather than just pulling switches very linearly.

I really liked your climbing machine but it was a bit to drawn out. The switches for the puzzles should also be glued down. I also think that the cave sections of the level could've used a little bit more corner editing as they were very square and flat looking. There was also a lot of visible dissolve so I knew what objects would be falling when and that takes away from the surprise of it.I don't mean to sound harsh, I had fun playing your level and I'm looking forward to what you have to offer next, I also applaud you for having the grabby circle that you drag at the very beginning remit if someone puts it under the elevator and breaks it. I've seen so many levels where there's only one and you have to restart. I gave it 4/5 stars.

Thanks. I understand that the puzzles are easy. Its meant to be just a sort little level, but yeah, the puzzles have no real depth (not like yours, which are great!) The caves and elevator are still being reworked, I understand that they do look pretty grap. Haha, I must have published the glued down switches while you were playing it, I swear they were glued down before, but oh well.

Do you mind telling me where abouts you could see the disolve material? I wanna fix that ASAP! Strange thing is that I dont think there is very much dissolve material in the level at all! Except on the doors? Could you see that?

Thanks for the comments. Also, dont worry about being harsh. From the sounds of you complaints I needed it anyway, criticism drives progress!
2010-08-28 04:00:00

Author:
Joburg87
Posts: 56


yeah it's definately what you're saying in the description.
there are so many posts about this level so I just want to say:
I loved the puzzles and the platforming
:star::star::star::star::star:<3
2010-08-28 14:39:00

Author:
Unknown User


I did notice the 3 loose switches I was gentle with them the puzzles where fairly easy but fun all the same. I liked the design of the elevator the sourounding walls where well cut to make it work smoothly I can't say much technicaly but I enjoyed playing.2010-08-28 23:14:00

Author:
DayFul
Posts: 26


This level is really nicely structured, but it could do with an intro, I mean the whole "mystery island" thing doesn't really play a part. I loved the way the puzzle rooms were done, really great camera work as well. It's a great looking level that could maybe do with a tad more attention to detail but that is really nitpicking. Overall I enjoyed it 2010-08-30 03:17:00

Author:
thor
Posts: 388


I did notice the 3 loose switches I was gentle with them the puzzles where fairly easy but fun all the same. I liked the design of the elevator the sourounding walls where well cut to make it work smoothly I can't say much technicaly but I enjoyed playing.

STILL!!!! What the crap, I glued all the switches down. You're right though, I just checked and now I different set of switches has come unstuck. I think they are coming unglued whenever I edit the stone they are glued to. Very annoying! Thanks for playing though

Thanks Thor. I totally agree, its not that mysterious at all is it! I just liked the name. But I've been thinking of adding an intro like you said. And yeah, it needs a lot more attention to detail and decoration. I have today off from work so I think I might spend some time purdy-ing it up.
2010-08-30 03:43:00

Author:
Joburg87
Posts: 56


I was nicely suprised when playing this level.
+ the plain looks cool
+ the intro puzzle is nice
+ the puzzles overall are great
+ I can see that you're new and this so, GREAT start!
+ I loved the escape scene at the end and how it went dark after that
+ I liked the little jungle part

- the ending could be more decorated, didn't leave much of impression on me
- the level ain't that much polished (only in the looks department), but it still looks nice

I rated i t:star::star::star::star: but still gave it a heart<3 cause it put a smile on my face
2010-08-31 20:24:00

Author:
blizzard_cool
Posts: 752


I though the elevator was incredible. Very cool design and worked very well.

+Nice looking level.
+Simple but fun challenges
+Elevator design
+Cool Block/Weights challenges
+Nice end scene

(Very Minor Issues, don't fret about these)
-There was a part when I got stuck and couldn't move at the water part with the platforms and the cage holding a block (the spot is as far left as possible, there's a small block that's on an angle to the wall, can get stuck in there). Easy to fix, but still annoying.
-Some parts were a little empty, could use just a few decorations or other things to make it more appealing
2010-08-31 20:48:00

Author:
SSTAGG1
Posts: 1136


Thanks Blizzard and SSTAGG1, appreciate the feed back. It seems now that just adding a lot more polish and detail and this level should be up to scratch. I still dont know what sought of theme to go for in the inside areas yet, so any ideas would be great. Im thinking either lavishly decorated with gold and stuff, or more cavernous with stalagmites and vines.

Thanks for finding that little spot were you got stuck SSTAGG1, those places are hard to find by yourself!
2010-09-01 03:26:00

Author:
Joburg87
Posts: 56


Maybe stalagmites and vines in the early chambers, and getting more lavish as one progresses? Could be interesting.2010-09-01 03:57:00

Author:
SpeedyMcKnuckles
Posts: 331


Maybe stalagmites and vines in the early chambers, and getting more lavish as one progresses? Could be interesting.

That's so genius yet so simple. I'm a bit embarrassed I didnt think of that earlier. As soon as I finish working on my jetpack secret agent, I'll begin work on exactly that
2010-09-01 04:30:00

Author:
Joburg87
Posts: 56


Hi, I played the level. My opinion is somewhat similar to those they have given to you:

- the level is pretty good in general
- the puzzles are fun complex and creative. In particular I liked the first puzzle on those in which you have to play moving two pieces, using several elevators activated by the position of the pieces
- the climbing machine is awesome, but using it two times is like... it's less surprising second time (it is slow, and at the end, little bit boring)

But there are a couple of things that could be improved:
- the visual aspect may be seriously improved. In the outsides of the level I think it is pretty good, but the caves are empty and are too plain. There are too many straight lines. You should add more corners, avoiding straigh lines. Use more decoration, and in particular use more layers (and thin decorative layers) to create a more 3D environment. Just now is too 2D. Also the choice of materials seem to be random sometimes. For example the gold metal sometimes in the background is out of context, as well as the material (I don't know the name in english) of the magician casttle (not sure if that is the name of the level in english, I have the spanish version of the game )
- a intro, and a stronger justification for the name of the level would be also a good idea
- I saw a switch you perhaps forgot to make it invisible. It's in the puzzle I mentioned I liked, just in the center of the screen
- although there are some great puzzles, there are others too trivial (just moving three blocks to their position without interacting between them)

Overall I gave you :star::star::star::star:. Could you try my F4F level "The tanks factory 2"? Thanks
2010-09-02 06:44:00

Author:
onturenio
Posts: 138


Thanks onturenio. Its good to have some ideas as to how I could pretty up the indoor areas. Next time I get a chance Im going to hopefully give the inside areas a big makeover. Ive been thinking about adding some elements that would justify the name, because is not very mysterious at the moment.

Thanks, Ill play your level as soon as I get a chance
2010-09-02 07:07:00

Author:
Joburg87
Posts: 56


WOW. That was great. I had the same problem as Dark-Match. I just kinda ran left and right tapping R1, and it dropped. This was a couple of days ago, so you probably fixed that... I loved the detail on the boulders on the outside. The 'beveling' was great! The puzzles were easy, yet satisfying. I finished the level and I felt like I had actually accomplished something, ya' know? Of course I hadn't; but still, it felt like I had. I really don't have anything to say about the gameplay. I even thought the elevator ride wasn't THAT bad. :star::star::star::star::star: and a <3 ... ok, I'm not sure about the heart, I have to go check, but if I didn't give it a heart, I will.2010-09-02 23:56:00

Author:
Greth206
Posts: 19


Thanks Greth. Yeah, Ive fixed the problem with the falling basket thing. The problem was that I knew what was going to happen so I always waited in the right area while waiting for it. Im not sure what version you played, but Ive also added another section during the elevator ride, so thats divided into 2 parts to make it less boring!

Thanks for the feedback
2010-09-03 01:33:00

Author:
Joburg87
Posts: 56


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