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https://pbs.twimg.com/media/BRXa472CYAAqPWh.jpg2010-08-26 06:42:00

Author:
DarkDedede
Posts: 672


Recent Reviews:




http://farm9.staticflickr.com/8224/8260133556_71ebd0cea6_s.jpg Bot n’ Tot (https://lbpcentral.lbp-hub.com/index.php?t=34116-DarkDedede-s-Review-Shop&p=1064954&viewfull=1#post1064954) by mr_krispy_kreme (https://twitter.com/mr_krispy_kreme/status/277168594931032064)

Review Archive: 1 (http://www.lbpcentral.com/forums/entry.php?2353-DarkDedede-s-Review-Shop-Archive-1) ♦ 2 (http://www.lbpcentral.com/forums/entry.php?8728-DarkDedede-s-Review-Shop-Archive-2) ♦ 3 (http://www.lbpcentral.com/forums/entry.php?9747-DarkDedede-s-Review-Shop-Archive-2)
2010-08-26 06:42:00

Author:
DarkDedede
Posts: 672


Useful Links:


Art of Game Design: A Deck of Lenses (http://artofgamedesign.com/cards/)
Writing Tips - Capitalization in Titles (http://www.writersblock.ca/tips/monthtip/tipmar98.htm)
Kuler (Adobe) (http://kuler.adobe.com/) - Color Palette Help
Pose Maniacs (http://www.posemaniacs.com/) - Pose references


Useful Tutorials

Creating Your Level: The Four P's (https://lbpcentral.lbp-hub.com/index.php?t=21040-Creating-Your-Level-The-Four-P-s&p=366714&viewfull=1#post366714)
2010-08-26 06:44:00

Author:
DarkDedede
Posts: 672


Oooo! I get to be your first level to review! How exciting!

PSN: Rasumii
PS3: Journey of a Thousand Inches

Thanks in advance!
2010-08-26 16:19:00

Author:
Rasumii
Posts: 63


can you review my serie sacks in arms? psn aagobert thx2010-08-26 16:27:00

Author:
aagobert
Posts: 22


Would love a review for my level.

Name: Onion Gale
PSN: NiKfY

It is a jumping challenge level. It is subdivided into eight stages, each one harder than the previous one. Try to get as far as you can.
2010-08-26 17:25:00

Author:
figuer39
Posts: 108


I would love if you reviewed this:

Level Name: Draconia Cave
PSN: ShamgarBlade

I'm thinking about making a sequel to this level, so I could use any advice or tips you could give for my improvement. Thanks.
2010-08-26 22:47:00

Author:
ShamgarBlade
Posts: 1010


Would you like to review:

Cave Story
PSN: Syroc

?
2010-08-28 14:47:00

Author:
Syroc
Posts: 3193


http://i9.lbp.me/img/bs/db93a2df1ff74f3763d303ea584c3451378cca27.pngJourne y of a Thousand Inches (http://lbp.me/v/s3-f4z) by Rasumii (http://lbp.me/u/Rasumii)

http://farm5.static.flickr.com/4138/4935916820_b7681d81a2.jpg
Let it snow.

CATEGORY: Story
DIFFICULTY: Easy with Cheap Deaths

PRIZES:
In-Level: 5/8
Level Completed Gifts: N/A
Collected All Gifts: N/A
Aced Level Gifts: N/A

Prizes Worth Mentioning: N/A

Prizes Requested: N/A

Summary:

This is an interesting level. At first I thought things were going to be interesting once I came across a set of masks that started watching me. Unfortunately, multiple frustrating and cheap deaths really killed the mood. If the designer intended to frustrate the player to the point where they don't want to finish, then I suppose that goal was accomplished. It's really not a bad attempt at a design, I just feel that the execution could be improved.

Strengths:


Interesting title.
Hidden stuff promote exploration.
Three different zones.


Weaknesses:


Level lacks a specific purpose.
Obstacles may be too difficult/frustrating for most.
Cheap deaths inconvenience the player.
Unavoidable cheap death in the beginning.
Presentation seem less interesting as level progresses.

Nitpicks:


Not a fan of grabbable ceilings.
Not a fan of being forced to do the same obstacle twice.
Not a fan of having to do something over, because of a cheap death.
Not a fan of grabbable floors.

http://farm5.static.flickr.com/4134/4935916802_e4db75d605.jpg
Boss monster.

Ratings:

Originality: 3/5 ★★★

Gameplay/Implementation: 1/5 ★

Level Design/Communication: 1/5 ★

Scenery/Presentation: 2/5 ★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 2/5 ★★ The concept has a pulse, I just feel the execution could use more polish.

[Level not hearted/Author not hearted]

Suggestions


Name your prizes. It makes for a much better presentation.
The level needs more personality. I was really wasn't expecting the masks to start looking at me. Made me want to see what else was in your level. Too bad there wasn't too much past that, besides the snowman. The level needs more interesting things to look at to keep the player visually engaged, especially if you expect them to endure all of those sneaky cheap deaths.
The level needs some sort of story to it. Why should people want to go past the first cheap death, and not quit? You have characters in that I want to know more about, but they play such a small role in the level. It doesn't need to be anything spectacular. I would just like to know if there is a reason why we are taking this journey.
I would either scrap the minigame, or incorporate it into the level somehow. The concept also needs some more development.
Give the boss some moving parts. I don't know if it was meant to be as easy as it was, but it would look more interesting if perhaps the vines were moving.
Be a bit more creative with your obstacles. Some were either too cheap or too repetitive. If you're not going to be forgiving with the cheap deaths, at least be somewhat forgiving with the checkpoint. I wasn't too thrilled to get past a frustrating obstacle, to then get killed by something sneaky, only to be warped all the way back to where I had to do the obstacle again.
I'd suggest decorating the gas that you use for death warps to look like doors. There's no guarantee that players are going to know that they are going to have to walk into a wall of lethal gas. Perhaps you could post an exit sign on it as well.


http://farm5.static.flickr.com/4122/4935916796_8bcf88fdb2.jpg
You can thank these guys for giving the level a pulse.
2010-08-28 22:38:00

Author:
DarkDedede
Posts: 672


That's one nice review format there. Looking forward to your review of my level.

Although I should warn you: my level has a fair amount of ceiling-grabbing.
2010-08-28 23:36:00

Author:
figuer39
Posts: 108


Journey of a Thousand Inches by Rasumii

http://farm5.static.flickr.com/4138/4935916820_b7681d81a2.jpg
Caption

Review in progress... Not finished.


CATEGORY: Story
DIFFICULTY: Cheap Deaths

PRIZES:
In-Level: 5/8
Level Completed Gifts: N/A
Collected All Gifts: N/A
Aced Level Gifts: N/A

Prizes Worth Mentioning: N/A

Prizes Requested: N/A

Summary:

This is an interesting level. At first I thought things were going to be interesting once I came across a set of masks that started watching me. Unfortunately, multiple frustrating and cheap deaths really killed the mood. If the designer intended to frustrate the player to the point where they don't want to finish, then I suppose that goal was accomplished. It's really not a bad attempt at a design, I just feel that the execution could be improved.

Strengths:


Interesting title.
Hidden stuff promote exploration.
Three different zones.


Weaknesses:


Level lacks a specific purpose.
Obstacles may be too difficult/frustrating for most.
Cheap deaths inconvenience the player.
Unavoidable cheap death in the beginning.
Presentation seem less interesting as level progresses.

Nitpicks:


Not a fan of grabbable ceilings.
Not a fan of being forced to do the same obstacle twice.
Not a fan of having to do something over, because of a cheap death.
Not a fan of grabbable floors.

http://farm5.static.flickr.com/4134/4935916802_e4db75d605.jpg
Caption

Ratings:

Originality: 3/5 ★★★

Gameplay/Implementation: 1/5 ★

Level Design/Communication: 1/5 ★

Scenery/Presentation: 2/5 ★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 2/5 ★★ comment here

[Level not hearted/Author not hearted]

Suggestions


N/A

http://farm5.static.flickr.com/4122/4935916796_8bcf88fdb2.jpg
You can thank these guys for giving the level a pulse


Ehh, it was a go at my first real level that I had put work into. Btw the part i put in bold, its avoidable, but a bit tricky (b'.&aposb What is your PSN?
2010-08-29 02:29:00

Author:
Rasumii
Posts: 63


Ehh, it was a go at my first real level that I had put work into. Btw the part i put in bold, its avoidable, but a bit tricky (b'.&aposb What is your PSN?

That may be the case, but that's no excuse not to want to make improvements. A two star rating isn't a bad rating (to me, at least). It basically means the concept has a pulse, but the design needs more thought and polish put into it.

By the way, I finished the rest of the review. I hope that you find the suggestions constructive.
2010-08-29 03:15:00

Author:
DarkDedede
Posts: 672


Sack in Arms Series by aagobert (http://lbp.me/u/aagobert)
http://i6.lbp.me/img/bs/ef62e03a9b10d979d90b08b5adc137d15c030b9b.png Sack in Arms: Boot Camp (http://lbp.me/v/tdp2pv)
http://i3.lbp.me/img/bs/ec31a912a67422926517d9f0a36698467f712fc5.png Sack in Arms: The Tank Mission (http://lbp.me/v/tdp2pv)

http://farm5.static.flickr.com/4142/4936759000_6f0547181c.jpg

CATEGORY: Story Level Series
DIFFICULTY: Easy

PRIZES:

http://farm5.static.flickr.com/4099/4936788118_8f7dd3a4df.jpg
Nothing to see here folks


Summary:

This level series is composed of two levels: Boot-camp and Tank Mission. The levels are very simple in their construction.

Now I wouldn't say that this level series isn't good. However, I would just say that the design needs to and should improve. It suffers from many design flaws, and is broken in certain key areas. Many of which, if executed differently, could be much more successful.

For example, after I got to the end of the first level, I ended up being squished by something. I noticed that there were no checkpoints, except for at the beginning. Unfortunately, the player needs to use a vehicle to reach the end scoreboard. Well, the vehicle isn't set to respawn in its initial position. Now, had the vehicle respawned, or a checkpoint been placed on the vehicle, the designer would not run the risk of inconveniencing the player.

http://farm5.static.flickr.com/4099/4936758994_80204dcbee.jpg
This could easily have been avoided.

Strengths:


Story supported the overall experience (still could use some improvement).

Weaknesses:


Lackluster visuals.
Default light blue background
Spelling errors, grammar errors, and net speak abbreviations.
Bribing for more plays/hearts.
Lack of checkpoints.
Vehicles are difficult to operate, and do not respawn to initial position.

Nitpicks:


Grabbable floors.
Sackboy cutouts for characters.

http://farm5.static.flickr.com/4082/4936758988_98a082a885.jpg
SackNun is not pleased.

Ratings:

Originality: 2/5 ★★

Gameplay/Implementation: 1/5 ★

Level Design/Communication: 1/5 ★

Scenery/Presentation: 1/5 ★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 1/5 ★ Don't be discouraged. Just keep fighting the good fight

[Level not hearted/Author not hearted]

Suggestions


Keep looking for ways to improve. No one is expecting mastery on the first attempt
Try to design original characters for your levels. Sackboy cutouts with a magic mouth just don't cut it for me. I would much prefer some effort going into the character design of the level.
It is a good idea to have any vehicles respawn at their initial position. That way the player doesn't have to restart the level from the beginning, if the want to get to the end. Odds are they would just quit and go elsewhere.
You might want to consider adding additional checkpoints throughout the level, especially on top of the vehicle on the first level.. The player shouldn't have to start all the way to the beginning, if they get squished somewhere near the end.
Try to avoid spelling errors, grammar errors, or text speak abbreviations. It makes for a much better presentation. Try to get other players to proofread your text, if need be.
Don't use the "If I get X number of plays/hearts, I'll do XYZ." It's really tacky. Just do XYZ anyways, and you'll get more plays/hearts/
Get people to playtest your level, and give you feedback on what they liked and didn't like. Always look for ways to improve. Remember, if no one is enjoying your level, then it's your job to make sure that changes are made so they enjoy it more.
Try not to display too many lines of text at one time. Having six-plus lines of text affects readability. I would suggest trying to keep text to a maximum of three lines. Most players won't want to read three lines, much less six or more. You could always break the text up with more than one magic mouth.
If you are going to use multiple magic mouths try to connect them to one sensor. That way the player can easily read the text in the order that it was intended.


http://farm5.static.flickr.com/4093/4936758996_ec8e37669c.jpg
Need I say more?
2010-08-29 05:02:00

Author:
DarkDedede
Posts: 672


Great reviews, there are filled with constructive criticism, just hope the creators see it that way.2010-08-29 05:11:00

Author:
Mr Nive
Posts: 137


That's one nice review format there. Looking forward to your review of my level.

Although I should warn you: my level has a fair amount of ceiling-grabbing.

Thanks. It's an upgraded version of what I used for the LittleBigReviewers thread at the workshop. I implemented certain elements from the LittleBigLand review format, since I applied to be a reviewer for the site. Unfortunately, since my format deviated from the way they write their reviews, my application was not accepted. It was somewhat discouraging, since I spent more than a couple hours working on the BB code for the review template. I wasn't going to let all that work go to waste, so I decided to set up shop here. I suppose their lose is your gain.

Now, about grabbable ceiling. When I think about design, it's more about the execution of the elements, as opposed to the elements being executed. It's not that I am against the implementation of such an obstacle. I'm just not a fan of certain implementations. For example, when the grabbable ceiling is extremely long, and over an electric hazard. Too much "wash-rinse-repeat," and a higher chance of hearing that annoying electrocution sound effect.
2010-08-29 05:26:00

Author:
DarkDedede
Posts: 672


http://i1.lbp.me/img/bs/57192bf07829ca105cefd96338807fd31527faeb.pngOnion Gale (http://lbp.me/v/r4b47r) by NikfY (http://lbp.me/u/NiKfY)

http://farm5.static.flickr.com/4078/4936508609_0b59e6debd.jpg
So much better than sackboy shape cutouts.

CATEGORY: Obstacle Course
DIFFICULTY: Medium - Hard

PRIZES:
In-Level: 8/8
Level Completed Gifts: 3/3
Collected All Gifts: N/A
Aced Level Gifts: N/A

Prizes Worth Mentioning: Prizes collected in-level are “emblems” used for warping straight to specific points in the level.

Prizes Requested: If you’re anything like me, you’re probably extremely protective of your characters, so I won’t ask. That still does not mean that I don’t want them.

http://farm5.static.flickr.com/4077/4944332252_0e6ede3ba7.jpg
An Emblem


Summary:

Welcome to Tartarus, folks (Persona 3 reference). This level is composed of 8 halls, each one more difficult that the one that followed it. Each hall is named after a certain mythical creature (Troll, Banshee, etc). The best part is that each creature is actually designed by the level designer. I’m such a sucker for originally designed characters.

From the concept, to the design, this level is truly inspiring. I could tell that there was a lot of thought put into the gameplay and flow of the level. Even though each hall is designed a certain reoccurring element and hazards, there is a good variety to the implementation, so that there is just enough repetition to support the flow of the level. Only in a few places do things become slightly monotonous, but not as badly as some of the offenders that I have come across.

The level advertises that the level has “no story and no flashyness.” The creator claims to be going for a minimalist design. Now, story is not necessarily needed to make a level successful, but even a design that is minimal should still be visually engaging. There should be some sort of additional incentive to get the player to want to get to the next stage in the level, especially since there aren’t any real prizes offered (even though I’m personally keeping all of the emblems). Not everyone is going to keep going just to get to the next challenge. A few minor tweaks could make each level so much more visually appealing.

I personally didn’t find any of the halls too difficult. A couple of the halls were more tedious than they were difficult. This could be easily remedied by a few design tweaks, and some additional direction. I had an unpleasant experience with the Minotaur, which I will explain later in Suggestions section. Of course, this level is not for everyone. However, I do feel that players that are familiar with the controls and physics of this game shouldn’t have too much trouble navigating through each hall.

The most ironic thing about this level is the fact that it has an entire hall dedicated to grabbable ceilings, and I really didn’t mind it. The implementation was well thought out. I actually was forced to learn a way to swing faster. Now that’s not to say that the design couldn’t be improved. There was one particular section that I thought was a bit too long, especially since my hand started to cramp while trying to get past it. I’ll touch on that subject further in the review.

There are many features in the level to accommodate the player. Specifically, the warp room, which lets the player warp to any hall that they collected an emblem for. Another nice feature would be the scoreboard placed at the end of each hall. That way, the player can choose to leave the level, and resume come back to the level when they wish to continue.

I really did enjoy the level. It has it’s flaws, but I’d have to say that it is one of the most successfully designed levels that I have reviewed, so far. I do hope the designer plans on improving this level, when they get the opportunity to. It really deserves all the love and attention that it can get.

Strengths:


Original challenging design.
Originally designed characters
Good variety of obstacles
Good use of reoccurring elements, with just enough repetition to support flow.
Infinite checkpoints add a nice layer of forgiveness.
Scoreboard at the end of every hall
Warp Room
All the stage prizes were named

Weaknesses:


Difficulty may be a turnoff for some
Good familiarity of LBP controls and physics required.
Dependent on text based direction.
Weak visual presentation.


Nitpicks:


Cut-scene camera at the entrance of the warp zone is unnecessary and annoying.
Troll warp point really is pointless.
The Stage Complete prizes were a bit underwhelming

http://farm5.static.flickr.com/4098/4937106650_68cf8d6d8c.jpg
Hall of the Banshee

Ratings:
Here’s how I rank each hall individually. There are a few "flies in the ointment" that really should be dealt with.

The Good: ★★★★

http://farm5.static.flickr.com/4146/4946148824_ab750f58ac_m.jpg http://farm5.static.flickr.com/4119/4945563501_d3ec90de80_m.jpg

The Good Enough: ★★★

http://farm5.static.flickr.com/4135/4944332258_3227759e01_m.jpg http://farm5.static.flickr.com/4095/4944332264_550b829f5b_m.jpg

http://farm5.static.flickr.com/4079/4936508605_66c9216a3a_m.jpg http://farm5.static.flickr.com/4103/4945563559_5da9b389aa_m.jpg

The Tedious (Needs Work): ★★

http://farm5.static.flickr.com/4077/4944332252_0e6ede3ba7_m.jpg http://farm5.static.flickr.com/4141/4944332226_b8f2a0b455_m.jpg

Originality: 4/5 ★★★★

Gameplay/Implementation: 4/5 ★★★★

Level Design/Communication: 3/5 ★★★

Scenery/Presentation: 2/5 ★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 3/5 ★★★♥
I wasn’t too comfortable giving it four stars, so I give it three and a biased heart.

[Level hearted/Author hearted]

Suggestions


Suggestions pending.

http://farm5.static.flickr.com/4076/4943745715_61f894e032.jpg
Gotta catch'em all!
2010-08-29 08:01:00

Author:
DarkDedede
Posts: 672


thx for the review but i would like to say that you made mistakes in some parts of the review, first you say that on the armed truck in sacs in arms tank mission there is a spawn point but to make the car look brtter i used a mini spawn point that you prabbolly missed. second you make it look like nothing in my lvl is good, while there sure are things like the truck wich is well made. exept for that i have to say its a good review and i am working on inprovements like better sackboys for in the lvl, i already changed the backgrounds( the desert for the tank mission and the gardens for boot camp) so thx again for the review, but i have another question, can you review my lvl percy sackboy the love thief, as i believe its better made. grtz aagobert2010-08-29 15:25:00

Author:
aagobert
Posts: 22


It'd be awesome to have a review for my level

Level: Beyond The Gray Sunset: Prelude
Publisher: TheCloudyWolf13

Description:
My level is the start of a new series that I hope to launch

What Lies Beyond The Sunset? Adventure? Greed? Society? Delve into this series to embark on a journey that will satisfy even the most adventurous thrill seeker. Thank You in advance for playing this level, which was made with help from TheRougeAssassin. Check out our levels and leave us some feedback, heart us so that we can continue on future projects and don't forget to tell us what you'd like to see in future levels!

Note: This level is just a prelude to the series and was mainly a focus on visuals and explaining an intro of what TheRougeAssassin and I hope will become a major working series. It was just a teaser of what we are capable of and not of how much we wanted to test the audience of LBP. The level may seem easy but please keep in mind that it's meant as an introduction into a new world full of wonders and the unknown (as cliche as it sounds lol). All in all,TheRougeAssassin and I, simply hope you enjoy the level!
2010-08-29 20:15:00

Author:
TheCloudyWolf13
Posts: 10


thx for the review but i would like to say that you made mistakes in some parts of the review, first you say that on the armed truck in sacs in arms tank mission there is a spawn point but to make the car look brtter i used a mini spawn point that you prabbolly missed.

Even if I did miss the checkpoint, it still doesn't excuse the fact that I had to start all the way back to the start. Perhaps you should have the checkpoint activate once the player enters the truck. That way it would be less of a chance of the player missing the checkpoint. There was also no way to to get back on top of the truck, unless I missed that too.
2010-08-29 22:05:00

Author:
DarkDedede
Posts: 672


Thanks a lot for the review, dude! Your analysis of my review is shaping up awesomely. Too bad they didn't pick you for that LittleBigLand; you're just one of the really few reviewers I've read who puts genuine interest and thought into the levels they review.

As for your question, even if I wanted to modify my level, I couldn't do it. You see, you're reviewing a dead author's level. My PS3 has the YLOD.
So yeah, even if I wanted to modify some things in my level (and I do), the data for my level is forever locked online. So don't bother making a long laundry list of the punctual things that could be improved; just review the level as it is right now.
2010-08-31 19:28:00

Author:
figuer39
Posts: 108


Since you put it that way, I'll have not problems finishing the review. However, I'm still going to reserve the right to give it an official rating until after you have the opportunity to make improvements. It's really not fair to rate it as is, when a few tweaks could make it so much better. I'll have the review up soon.2010-08-31 20:30:00

Author:
DarkDedede
Posts: 672


Oh, don't worry, just rate the level as it is. I'll probably NEVER modify the level again anyways (no money for another PS3 ).

So yeah, just give it the rating that you feel it deserves right now.
2010-08-31 23:24:00

Author:
figuer39
Posts: 108


Can you review my Basic Platformer series?

PSN: UltimateClay
Level Titles: Basic Platformer: The Movie: The Game, Basic Platformer 2
2010-09-03 02:57:00

Author:
Testudini
Posts: 3262


Hmmm, not sure if you're still doing these - but I am going to release a sequel to:

The Dream Catcher - by CYMBOL

The next one will be "The Dream Catcher II - Shadow Realm". I'd be interested in any critiques on the first one, so I can see if I made any (same) mistakes in the sequel as well.

Thank you for your time - I know these things take a while to produce.
2010-09-03 05:44:00

Author:
CYMBOL
Posts: 1230


Ok. I am pretty much finished the Onion Gale review. Since the creator said it wasn't really necessary, I'll finish the suggestion section of the review later.

Anyways, I've updated the request list. Hopefully I'll have a couple more up soon.

By the way, yes I am still reviewing.
2010-09-03 06:06:00

Author:
DarkDedede
Posts: 672


Thanks once again for the review, man. It is quality stuff.
Also thank you for all the compliments, I am glad to hear that you had fun with the level.
By the way, don't bother with a suggestion section for my level's review. Like I told you, I will NEVER, ever edit it again, so don't waste your time.

I'm glad to hear that you didn't mind the Hall of the Gryphon. I've read your other reviews and I got to know your dislike for grabbable ceilings. xD (by the way, the SackNun is hilarious. It's very original to have a resident character for your reviews)
Also, I think I know EXACTLY which is the part of the Hall of the Gryphon that you say was kinda annoying. xD

Also, you say you would like to have my characters? :O
Why is that? You don't sound like you're the kind of guy who would use another author's characters on your level. xD
If you're interested in checking out how I constructed them, just warp to one of them and remove all the stickers. Or just ask me.
2010-09-03 11:08:00

Author:
figuer39
Posts: 108


It's not really about the elements, but rather the execution of those elements. I'm not against implementing another person's object or character into my level as a type of cameo or easter egg. I have an interest in character design, and I always enjoy it when a designer puts originally designed characters into their levels. You probably have seen in my reviews when I comment on the sackboy cutouts or when designers use the MM premade characters.2010-09-03 14:39:00

Author:
DarkDedede
Posts: 672


I see, I see.
Wow, I hadn't pictured any of my characters making a cameo in another level. xD Which of my characters do you see fit for a cameo?
Also, just curious, which was your favourite of the level's characters?

Yeah, I saw you complaining about sackboy cutouts in some of your reviews. xD That's one thing I knew that you were gonna like about my level: the characters.
2010-09-03 17:34:00

Author:
figuer39
Posts: 108


It's not really about the elements, but rather the execution of those elements. I'm not against implementing another person's object or character into my level as a type of cameo or easter egg. I have an interest in character design, and I always enjoy it when a designer puts originally designed characters into their levels. You probably have seen in my reviews when I comment on the sackboy cutouts or when designers use the MM premade characters.

I can't think of anyone's characters I've used - but I will use helpful tools. I use a "lightening maker" in my newest level that someone made. I could have made one - but there's is better than what I would have done and works great (even if it's only used for 30 seconds).

Definitely not against using someone's creations that they have given as a prize - but I tend to want my level to be completely original - that way, if someone compliments something - I don't have to point out that I didn't do it - which, kind of calls the whole level into question.

I see people who got help from other VERY skilled creators - obviously, nothing wrong with that - that is what the community is about - however; if I'm being honest, I always tend to wonder how much those folks helped them - would the level have been so cool without them.

As I said, to me, it becomes about perception. I used beta testers for level integrity - but I very rarely, if ever, use something from another creator and I've never let another creator help out - even those that are better than me.

Looking forward to some more quality reviews in this thread.
2010-09-03 18:07:00

Author:
CYMBOL
Posts: 1230


I really can't give you a straight answer on what I which I I would use. It would really depend on the situation. I try to make the reference or cameo somewhat subtle, so that it doesn't get in the way of the overall design. You just can't put anything anywhere, and expect it to fit. Of course a cameo doesn't necessarily have to be a character. Of course, if I were to use anyone's work in my level, I would first make the effort to ask permission first, or at least let them know that I am planning on using their creations.

As for which characters were my favorites, I'd say that I would rank them similar to how I did in the review. It really depended on how well each hall represented its character. Some were more successful than other. My favorite hall was the Gargoyle, by the way.
2010-09-03 18:16:00

Author:
DarkDedede
Posts: 672


Definitely not against using someone's creations that they have given as a prize - but I tend to want my level to be completely original - that way, if someone compliments something - I don't have to point out that I didn't do it - which, kind of calls the whole level into question.


I agree. However, if I can use something else that someone else has made, and it fits really well into the level, I see no reason not to use it. "Why recreate the wheel," and such. Of course, it's really up to the creator where they want to focus their attention on. If I can successfully implement a premade piece into a level, it will save me a bit of time so I can focus on other things.

Characters are a bit of a special area though. I may not use the character itself, but I may use that character to inspire the design of something else. As I have said before, it's all about the situation and the implementation. There really are no hard rules, except the part where you should give credit where it is due.
2010-09-03 19:16:00

Author:
DarkDedede
Posts: 672


I agree. However, if I can use something else that someone else has made, and it fits really well into the level, I see no reason not to use it. "Why recreate the wheel," and such. Of course, it's really up to the creator where they want to focus their attention on. If I can successfully implement a premade piece into a level, it will save me a bit of time so I can focus on other things.

Characters are a bit of a special area though. I may not use the character itself, but I may use that character to inspire the design of something else. As I have said before, it's all about the situation and the implementation. There really are no hard rules, except the part where you should give credit where it is due.

Well, if someone gave something in a prize and I use it - obviously, I wouldn't give a special thanks - but yes, if a creator helped design any part of my level (logic, architecture, character, etc.) I'd definitely put a special thanks in my description or at the end of the level.

Luckily, I have always been able to figure out what I needed and at the very least, made a functioning version of what I wanted. Although, I'm sure if I let some of my very skilled creator friends help out - some aspects of my levels may be better, haha. But that's ok. I know what my weak points are in creating - but hopefully, my strength (which I believe is my originality) comes through and makes up for the other areas.

I love when I go into a level and think to myself, "I haven't seen this before", or "How'd they do that?!". I love those moments in LBP.
2010-09-03 19:53:00

Author:
CYMBOL
Posts: 1230


Wow, I am surprised that you say that the Hall of the Gargoyle was your favourite. I always thought that that hall would result kinda boring. xD I actually improvised it as I went along (I had ran out of obstacle ideas).2010-09-04 00:24:00

Author:
figuer39
Posts: 108


i would love a review
Only the dead remain 3 by artise1
2010-09-04 01:34:00

Author:
artise
Posts: 353


I would like to have somthing to help make my level better. can you do a reveiw on invader cowy's torture the ragdoll minigame2010-09-05 04:13:00

Author:
Invadercowy
Posts: 10


http://i8.lbp.me/img/bs/b6882d9f064fee0cc23919efd042b599510fde63.png Draconia Cave (http://lbp.me/v/sp51e4) by ShamgarBlade (http://lbp.me/u/ShamgarBlade)

http://farm5.static.flickr.com/4145/4962085969_980ce3fd2f.jpg
Puzzles

CATEGORY: Story
DIFFICULTY: Easy

PRIZES:
In-Level: 1/1
Level Completed Gifts: N/A
Collected All Gifts: N/A
Aced Level Gifts: N/A

Prizes Worth Mentioning: N/A

Prizes Requested: N/A

Summary:
This is a very nice look level. Visuals is really where this level excels. The design is rather solid as well. There’s really not much to complain, about by looking at it.

However, the big problem that I have is that the gameplay experience is pretty uneventful. There really isn’t much of a story to drive the plot. You really don’t encounter your first baddy until near the end. All you pretty much have to do is navigate through the level, defeat some plant monsters, and that’s it. Pretty cut and dry. This level really needs a shot of personality to have me remember it past the point where I post this review.

Strengths:


Strong visuals
Will appeal to a more casual audience

Weaknesses:


Really not much to do, besides go from beginning to the end.
Nothing really to help drive plot.
Prize isn’t named

Nitpicks:


Only one type of enemy, not including the boss.

http://farm5.static.flickr.com/4131/4962708316_b733fbdd28.jpg
Nameless plant baddy

Ratings:

Originality: 3/5 ★★★

Gameplay/Implementation: 3/5 ★★★

Level Design/Communication: 3/5 ★★★

Scenery/Presentation: 3/5 ★★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 3/5 ★★★

[Level not hearted/Author not hearted]

Suggestions


Be sure to name your prize. You’re only giving out one in this level. It shouldn’t be that difficult.
Try to dream up something to give this level some personality. It’s very pretty, but that’s about it. There needs to be something to keep the player engaged all the way to the boss battle.
Having to fight different types of plant monsters would be nice. It would help give the level a bit more variety. Fighting the same one can get somewhat boring
The plants should play more of a role in the story. Perhaps even the plant monsters could have some sort of personality.


http://farm5.static.flickr.com/4085/4962085981_0d3c6a382f.jpg
Oven
2010-09-06 04:55:00

Author:
DarkDedede
Posts: 672


Wow, thanks for the advice! I'm working on a sequel and I really want to make my next one excel far higher than this one. I'm gunna take some of this advice and apply it. Thanks again!2010-09-06 05:01:00

Author:
ShamgarBlade
Posts: 1010


I don't get why " prize not named " counts as a weakness tbh ><2010-09-08 11:52:00

Author:
Unknown User


Alrighty, man. I'm game whenever you get around to it.

Invasion of the Sack Men From Space!

psn: SpeedyMcKnuckles
2010-09-08 14:47:00

Author:
SpeedyMcKnuckles
Posts: 331


I'm ready for a hardcore and blunt review!

LEVEL NAME: LBL 4-in-1: Steelhead: Act 4: The Steel Dragon
PSN: Richasackboy
PRIZES: N/A
LEVEL COMPLETE GIFT: Steelhead Jaw
CATEGORY: Boss Fight
No story included. Made especially for LBL's contest.
Made in a week and a bit!
2010-09-08 17:15:00

Author:
Richasackboy
Posts: 619


I don't get why " prize not named " counts as a weakness tbh ><

It makes for poor presentation, and there's really no reason why level prizes shouldn't be named.

Even if they're objects that you have no intention of giving out, it is still a good idea to name them to keep things organized.
2010-09-08 19:54:00

Author:
DarkDedede
Posts: 672


It makes for poor presentation, and there's really no reason why level prizes shouldn't be named.

Even if they're objects that you have no intention of giving out, it is still a good idea to name them to keep things organized.

That has to be the funniest thing i heard all day rofl... allso the fact that you hearted the onion gaze level over dragonica cave is mindboggling imho,,,,
2010-09-08 22:09:00

Author:
Unknown User


I love your reviews! They all offer helpful, constructive criticism.

With that in mind, would you please review "Dark Cavern"? Thanks!
2010-09-09 00:57:00

Author:
crazymario
Posts: 657


That has to be the funniest thing i heard all day rofl... allso the fact that you hearted the onion gaze level over dragonica cave is mindboggling imho,,,,

Well, you're allowed to disagree. However, I'm curious as to why you feel my opinion is so laughable. It would be nice if you could elaborate more on why you feel that naming your prizes isn't necessary.

Also, when it comes to the two levels you pointed out. One was an interesting concept, but it could have been stronger visually. The other was pretty much nice to look at, but didn't really have much to make it stand out. I also felt more personality and character in Onion Gale, which I said was lacking in Draconia Cave. I'd say where one level was stronger, it was lacking in the other level. Imagine if the level design of Onion Gale, and the visuals of Draconia Cave were combined into one level :eek:
2010-09-09 02:45:00

Author:
DarkDedede
Posts: 672


http://ie.lbp.me/img/bs/53e6718e4f19af7dab33d4241faa7081678f798f.pngCave Story (http://lbp.me/v/t9wtfc) by Syroc (http://lbp.me/u/Syroc)

http://farm5.static.flickr.com/4103/4973178074_7898d0928c.jpg
Fireflies: The stars of the show

CATEGORY: ”Story”
DIFFICULTY: Medium

PRIZES:
In-Level: 2/5
Level Completed Gifts: 1/1
Collected All Gifts: 0/1
Aced Level Gifts: 0/1

Summary:

I’m going to start this review by saying that this level is very impressive when it comes to visuals. I would tell that there was a log of effort put into designing the look of the environment. It is always important to keep the player visually engaged as they are playing through a level, and this level seems to excel in this area.

http://farm5.static.flickr.com/4090/4973178086_5fec1f2693.jpg
Beautiful Dragon Statues

Now one the problems that I have with Cave Story is that seems to lack a strong story. This is another level that seems a bit starved of the personality that it could potentially have. There really isn’t much that drives the plot. The player just goes through from area to area, with no rhyme or reason as to why. There’s a cave area, temple ruins, mines, swamps, and deserts. It’s almost seems as if Cave Story is crammed into more of a “Cave Summary,” as I could almost see a level devoted to each theme to create more of a series.

More character involvement would have added more interest to the experience as well. The most successful implementation of a reoccurring element seem to have been the fireflies. The other characters really show up once or twice, and then they are never to be heard from again. It would have been great if the baby bird (I’m not sure if he has a name) played more of a role in the level.

http://farm5.static.flickr.com/4105/4973178070_dd1f07afb5.jpg
Baby Bird

Now it’s in the area of level design and gameplay that are the real sore spots for this level. The player will immediately notice that the level is extremely dark. Now there’s nothing wrong with having darkness as an element in the design, however the design needs to be handled so that the player will not be confused on what they need to do to continue through the level. In many instances, the darkness seemed to hinder the gameplay. Now, I really didn’t have much trouble feeling my way through the level, but I’m more than certain that many players will not find this type of gameplay too appealing. This may be one of the reasons why the level has only been completed 60/390 times. This is ultimately up to the designer, but I would consider a low completion rate a problem.

Strengths:


Nice looking level
Well crafted visuals
Prizes promote exploration (even though I haven’t yet)

Weaknesses:


Some areas may be too dark
No real plot, even though “Story” is in the title.
Certain obstacle may be too difficult for some players.
Lack of direction and visual cues will cause many players to be lost.

Nitpicks:


Too many unnecessary visual themes.
No character development for the characters that were in the level.
Bosses seemed a bit pointless.
Needs more personality, overall
Ceiling swinging

http://farm5.static.flickr.com/4150/4973178088_af5cf9c1bf.jpg
It’s dark...

Ratings:

Originality: 3/5 ★★★

Gameplay/Implementation: 3/5 ★★★

Level Design/Communication: 3/5 ★★★

Scenery/Presentation: 4/5 ★★★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 3/5 ★★★ This story seems more like a rough draft. It’s time to start refining.

[Level not hearted/Author not hearted] (yet)

Suggestions


I really don’t have a problem with darker levels, but the lack of direction is a big problem. Many players aren’t going to know what they are suppose to grab, especially if it’s the ceiling. Some visual cues, even if they are subtle, will help guide the player through the main path of the level. Now, the optional parts, especially those that lead to prizes, you have a bit more liberty on how challenging and inconvenient it is to get to them.
Certain obstacles, the ceiling swinging for example, won’t appeal to everyone. Some players may have difficulties with certain tasks. You may want to consider making an alternate route in those cases. It doesn’t have to be easier or shorter, but it does give the player more options on how they choose to enjoy your level. Then you could add an incentive to the players to take the more difficult path.
The bosses played such a small role, it kind of bothered me. It would add to the experience if the player had some sort of anticipation leading up to the boss event. For example, as you are escaping the Baby Bird, there could be roars and rumbling of the mother. The baby could also chase you through the level.
I do like how the player wakes up the second boss. However, you may want to have either a jetpack on the right side of him, or a way to reach the other jetpack from the right side. This would be useful for those of us that take off the jetpack on the wrong side of the boss.
Try to make sure that the player can’t fall off of the stairs after the lift. I fell from the stairs and ended up in a dark, scary place.
I felt the level was pretty long. If you’re feeling crazy, you could break the level up into a level series. That way you could develop the characters and story a bit more. Of course that’s only if you’re feeling crazy.

http://farm5.static.flickr.com/4147/4972565813_377bdacfb1.jpg
Going up!
2010-09-09 05:31:00

Author:
DarkDedede
Posts: 672


If a levle with draconicas cave unsuspensfull boring atmosphere andas you sais " unenventfull gameplay " got combined with the horribly tedius gameplay from Onion gale i still wouldn't rate it that high to be honest....The unbalanced difficulty is a turn off.2010-09-09 06:39:00

Author:
Unknown User


Hey everyone! I'm new here and like to please for review.
Level name: Divided World: Portality
PSNId: Yondi444
2010-09-09 19:46:00

Author:
Yondi444
Posts: 2


http://ia.lbp.me/img/bs/dba4760b434970530244760857485c7ade9c66c7.pngRadish Wake (http://lbp.me/v/q6561d) by NikfY (http://lbp.me/u/NiKfY)

http://www.lbpcentral.com/forums/attachment.php?attachmentid=23746
Enter at your own risk.

CATEGORY: Obstacle Course
DIFFICULTY: ”Xtreme”

PRIZES:
In-Level: 8/8
Level Completed Gifts: 3/3
Collected All Gifts: N/A
Aced Level Gifts: N/A

Prizes Worth Mentioning: Prizes collected in-level are “emblems” used for warping straight to specific points in the level.
Prizes Requested: Again, the level complete prizes were somewhat underwhelming.

Summary:

This level has the same format of Onion Gale. However, the gameplay is more tedious, monotonous, and bland. It doesn’t seem to have the same amount of effort into the flow that the previous level had. Not to say that there aren’t any elements that I liked. There were a few. However I’m not sure that the pros outweigh the cons in this level. I suppose this level could be summed up by saying that it is pretty much a good handful of all the design elements that make SackNun cry implemented into it. Some were implemented successfully, while others need quite a bit of help.

Strengths:


A good level for those that are looking for a “challenge”
No Hall of the Minotaur
The way you get past the very last obstacle (you are a sneaky one).

Weaknesses:


“Difficulty” will be a turnoff for a good majority of players.
Good great deal of effort lacking from the visuals.
Hall of the Kracken

Ratings:

Originality: 2/5 ★★

Gameplay/Implementation: 2/5 ★★

Level Design/Communication: 2/5 ★★

Scenery/Presentation: 1/5 ★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 2/5 ★★

[Level not hearted/Author hearted]

Suggestions


I’d say improve Onion Gale, before you take on this one.

http://www.lbpcentral.com/forums/attachment.php?attachmentid=23745
Gotta Catch’em All.
2010-09-10 06:07:00

Author:
DarkDedede
Posts: 672


Thanks for the review, Dede. Much appreciated.

Darkness, lack of direction and difficulty are all part of the design. The poor story wasn't, but I couldn't fit in any more characters.


Too many unnecessary visual themes.
That certainly is one of my weaknesses. I just love to include as many themes as possible. If I could I would create worlds with no gameplay whatsoever.
2010-09-10 10:29:00

Author:
Syroc
Posts: 3193


Great reviews DarkDedede.

I really like the constructive feedback.

Well done.
2010-09-10 22:32:00

Author:
CYMBOL
Posts: 1230


If your open, Could you get my level reviewed, when you have the time?

Level Name: Crazy Canyons
PSN:Grayspence

NOTES: Completely no story in this level, as this is a level of complete lighthearted platforming and gameplay. Please dont rate the story side of things!

Thanks in advance -Grayspence

I see you finally made your way over here! Good idea! I remember you way back when I used the other forum!
2010-09-13 03:24:00

Author:
grayspence
Posts: 1990


By the way, DarkDedede - could you change my review from "The Dream Catcher" - to, "The Dream Catcher II - Shadow Realm".

I'll be publishing it tomorrow night, so it should be available by the time to you around to reviewing it.

Sure, you probably shouldn't skip the first Dream Catcher level since it is a story level/series - but, there is a synopsis in the description - so, the only thing that might be a bit confusing is exactly "who" the characters are.

This new level has been about 5 months in the making and features some effects that I have never seen anywhere else - so, I'll be interested to see what you think of them.

2010-09-13 07:12:00

Author:
CYMBOL
Posts: 1230


http://i7.lbp.me/img/bs/d979323d8bcde25c1e9e779393e9e94fdbd19367.pngPercy Sackboy: The Love Thief (http://lbp.me/v/r632gr) by aagobert (http://lbp.me/u/aagobert)

http://farm5.static.flickr.com/4125/4988955888_6dfca3c96d.jpg
Loverly

CATEGORY: Story
DIFFICULTY: Simple

PRIZES: N/A
Summary:

“O no! Somebody stole the love from the world and is destroying the cupidos kingdom! Save the world by destroying the black hearts and by finding the red ones. For every red heart you find you get a price at the ending!”

http://farm5.static.flickr.com/4129/4988955942_db4b6fea97.jpg
Black Heart

That pretty much sums it up, kids.

Strengths:


Boss battle
Hidden hearts promote exploration

Weaknesses:


Grammar & spelling errors.
Redundant platforms & obstacles
Too many song changes
Weak visuals
Too much pink
Blurry stickers
You can get the grand prize without collecting any hearts.


Nitpicks:


Title should be capitalized.
Awful Velvet Room-esque music
Grabbable floors
Randomly placed decorations

http://farm5.static.flickr.com/4146/4988955932_bc97361da9.jpg
Repetition

Ratings:

Originality: 2/5 ★★

Gameplay/Implementation: 1/5 ★

Level Design/Communication: 1/5 ★

Scenery/Presentation: 1/5 ★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 1/5 ★

[Level not hearted/Author not hearted]

Suggestions


Put some thought into your visuals. Don’t just throw something together and publish it. Sketch out ideas and concepts before you even start building.
The visual elements in your level were pretty basic. Try to work on improving these elements to make them more interesting. No one is expecting mastery, but you should strive for improvement.
Think about how all of the elements make the level look as a whole. Try to compose these elements in a way to make your entire level look better.
Expand your color pallet beyond just pink.
Try to make the grand prize a bit more scenic.
Make sure that the player needs to collect all the hearts to get the grand prize.
Try to add some variety to your hazards and obstacles. Doing the same jump 10+ times can get pretty monotonous.

http://farm5.static.flickr.com/4088/4988955938_f68c0734e2.jpg
Sneaky shortcut
2010-09-14 04:11:00

Author:
DarkDedede
Posts: 672


http://if.lbp.me/img/bs/d8fe72c7030fdc48eac715c6670ef0d365f21bca.pngBeyond the Gray Sunset (http://lbp.me/v/s5h9jf) by TheCloudyWolf13 (http://lbp.me/u/TheCloudyWolf13)

http://farm5.static.flickr.com/4133/5076700259_e9b5d2695c.jpg


CATEGORY: Story
DIFFICULTY: Easy

PRIZES:
In-Level: */3
Level Completed Gifts: */3
Collected All Gifts: */3
Aced Level Gifts: */3

Prizes Worth Metioning N/A

Prizes Requested: Wouldn’t hurt to name them
Summary:

Just sit right back and you'll hear a tale, A tale of a fateful trip...

That should give you the gist of how the story starts

First thing that I would have to mention about this level is that the visuals are very impressive. I could tell that a lot of time and effort went into the aesthetics.

Unfortunately (for me anyways), that’s where things start to lose their luster. I suppose the simplest way that I could sum up how I feel about this level is that it lacks character. Not that anything was really that awful (besides the prizes not being named). The level just doesn’t do much to separate itself from the other temple levels that I have encountered. None of the obstacles were really that interesting, or they could have been implemented more successfully. If a similar amount of effort went into the design of the level, as there was in the visuals, there would be a much more solid gameplay experience.

I’m also a bit confused at why the level designer needs hearts to make more levels (per the level description).

Strengths:


Effort invested into visuals
Narative

Weaknesses:


Lack of direction in beginning.
Prizes not named.

Nitpicks:


Boat directions were a bit long
I’m really not sure what the human sacrifice had to do with anything.


http://farm5.static.flickr.com/4109/5076700269_9b7c598eca.jpg


Ratings:

Originality: 3/5 ★★★

Gameplay/Implementation: 3/5 ★★★

Level Design/Communication: 2/5 ★★

Scenery/Presentation: 3/5 ★★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 3/5 ★★★ It’s just not there yet.

[Level not hearted/Author not hearted]

Suggestions


There needs to be some sort of twist to the level, besides the seemingly-pointless human sacrifice. Something weird or surprising would be nice. Even if this is only an intro level, there should be something to get the player to want to see where the story is headed.
Ironically, I pulled this card for your review, and it just so happens to be on the official website. Hopefully this could give you some added insight.
http://artofgamedesign.com/cards/69_Weirdest_Thing.png
Source (http://artofgamedesign.com/cards/lenses.htm)
I would rethink the ship controls. Five lines of instruction, having to grab the ceiling, followed by having to grab something else seems a bit more complicated than it needs to be. I’m not even sure if the player needs any, control in this case. Having the anchor go up, and the ship starting automatically seems much simpler.
Name your prizes. If you’re going to bother giving out prizes, a name gives at least some description to as what they actually are. It’s not like the player is able to tell much by looking at the tiny icon.
Have some sort of hint or direction so that the player knows to go into the water, after the boat crashes.
Changing up the music to fit the mood of each area might help to set the mood of the story. Having the same track play throughout seemed a bit monotonous.


http://farm5.static.flickr.com/4045/5076700263_5800726de9.jpg


40 - 67 - 69
2010-09-14 06:03:00

Author:
DarkDedede
Posts: 672


Thanks i realy appreciate youre reviews, i already updated sacks in arms THE tank mission in ? huge way, ? new tank That
looks way better and ? new general so could you rereview THE tank mission?
2010-09-14 07:39:00

Author:
aagobert
Posts: 22


Just a word of warning, I'm nearing the end of the term for my classes, so the reviews may be trickling out a bit slower than usual. Of course, there still may not be any noticeable difference. 2010-09-15 06:22:00

Author:
DarkDedede
Posts: 672


http://i3.lbp.me/img/bs/ec31a912a67422926517d9f0a36698467f712fc5.pngSack in Arms: Tank Mission (v1.1) (http://lbp.me/v/tdp2pv) by aagobert (http://lbp.me/u/aagobert)

Express Review

http://farm5.static.flickr.com/4147/4993869980_e1ec0393ab.jpg
Noticing a trend?

Summary:

Seeing as you made a few cosmetic changes, and pretty much disregarded majority of my suggestions, my previous review still stands. Please make the effort to make a considerable amount of improvements, before requesting another review of a previously reviewed level. You are on the right track though, but still have a ways to go. The important thing is you’re on the right track.

Strengths:


I prefer this tank over the other one
Background is better


Weaknesses:


Inside of tank is too small
Tank gets stuck
Difficult to fire bullets
Tank comes with no instruction


Ratings: N/A

http://farm5.static.flickr.com/4092/4993869982_e20922ffc0.jpg
The tank got stuck.
2010-09-15 19:48:00

Author:
DarkDedede
Posts: 672


Tank comes with no instruction

There is, as you can see when entering the tank room there is a instruction in the form of: i think the left switch is for aiming, the middle button is for shooting and the right one is for driving(its told in this way to make it less of a instruction but more like the sackboys toughts) thx for the quick rereview btw altough, i tought a new tank and a new general and a new background(and dont forget the more scenic ending because of the black white color) would improve youre raiting on some points. like scenery and gameplay.
Got another big update comming up for it tough, involving the notorious tank getting stuck,wrong lane attack tower at the tank side, the generals stickers redone, more decorationing and stickering in the entire lvl, better music for the tank part, striker getting stuck bug the enemies redone, cover in the cqc parts replaced, rough edges removed, making all three miltairie bases more real by adding maps and a armory and last but not least changing: removing and correcting the grammar errors.
Is that good enough for a rereview when all of that is done?
2010-09-15 20:33:00

Author:
aagobert
Posts: 22


Bah! My level glitched - I'm currently working to unglitch it - hopefully will be able to publish by Friday and request a review at that time of, "The Dream Catcher II - Shadow Realm". 2010-09-16 15:49:00

Author:
CYMBOL
Posts: 1230


Hey, Darkdedede. I've been reading your reviews and I like your honest constructive feedback. I do have one question though: Can you explain to me your beef with grabbable ceilings and grabbable floors? I'm asking because I've incorporated both into the "look" of my level. I really like the style of my level but if there's some kind of gameplay hitch attached with using grabbable ceilings and grabbable floors, I may have to reconsider. My level is still in the early stages of development so I need to know now if there is some problem with what I'm doing. So could you tell me if you dislike grabbable ceilngs and floors because of the aesthetics or because of some kind of gameplay function. If you think grabbable ceilings and floors are ugly tell me what you think of these screenshots of my honey-themed level (work-in-progress).



http://img29.imageshack.us/img29/3474/aphoto3q.jpg
http://img441.imageshack.us/img441/511/aphoto1.jpg
http://img844.imageshack.us/img844/2976/aphoto.jpg
Uploaded with ImageShack.us (http://imageshack.us)
Thanks
2010-09-16 22:39:00

Author:
Unknown User


Let me first say that it this is just my opinion, but my biggest concern with both is in terms of gameplay.

First I'll talk on floors that are grabbable. The main reason that I find them annoying is that they often get in the way of the gameplay. The player may want to grab something in front of them, but instead they grab the floor. You can imagine how this would cause a problem. Even just pressing the grab trigger accidentally could potentially cause problems. Plus I can't really think of too many situations where the player should have to grab the ground anyways.

Aesthetically, if it fits the theme and looks appealing, then I have no problem. This is only a suggestion, but one way to solve this would be to make the floor out of a nongrabble material, and have a thin layer of another material in front of it.

The reasons why I don't care for grabbable ceilings is both implementation and difficulty. Most instances of grabbable ceiling, at least that I have some across, are just plain boring. I'm sure you've seen it where it's just a horizontal ceiling with a hazard floor. It's just not a very creative implementation, almost to the point where it's becoming cliche. There are so many different ways the designer could make it more interesting.

Another problem is that the ceiling is usually too long. I don't know if I've mentioned it in my reviews for this site, but I'm also not a fan of repetitive/redundant hazards. If I have to swing across a ceiling 15+ times, it gets pretty boring. I'm sure a vast majority of players have a much shorter attention span than I do, and I can't see that doing the wash, rinse, repeat thing could be appealing to pretty much anyone. If they get bored of the level, they'll just go elsewhere, with a pretty low chance of them coming back.

The biggest problem that I have is in the term of difficulty. Believe it or not, not everyone is able to swing from the ceiling. I would like to think that a designer would want their levels to appeal to as many people as possible. Anything that is too boring, too difficult, or too frustrating will cause them to want to go elsewhere. Grabbable ceiling are just one of those hazards that I find potentially frustrating (and boring) for players. Correct me if I'm wrong, but have you ever noticed that there are no grabbable ceilings in any of MM's levels?

Anyways, like I said before, it really depends on the implementation. I don't have all the answers, and it's up to the designer to implement a design to the best of their ability. All I really can do is share my opinion, and point out what I feel is successful and what could use some improvement. After all, the rating is really just a formality. What I would think the more important thing is looking for ways to improve your skills as a designer.
2010-09-16 23:28:00

Author:
DarkDedede
Posts: 672


I find grabbable ceiling quite boring. I don't mind a quick one - but I've seen levels that seem to think people enjoy it.
It's not bad, per se, just a boring type of game play that, in my opinion, should be quite limited. So, I'd agree with DarkDedede on this one. That's my 2 cents anyway.
2010-09-17 17:11:00

Author:
CYMBOL
Posts: 1230


By the way, DarkDedede - Dream Catcher II will be published this evening - my level glitched, so my release was postponed.

But DC2 will be available for your reviewing pleasure tonight.

Thanks,
2010-09-17 17:12:00

Author:
CYMBOL
Posts: 1230


I find grabbable ceiling quite boring. I don't mind a quick one - but I've seen levels that seem to think people enjoy it.
It's not bad, per se, just a boring type of game play that, in my opinion, should be quite limited. So, I'd agree with DarkDedede on this one. That's my 2 cents anyway.
I don't disagree on the "flat ceiling grab over a large hazard" gameplay mechanic. I just needed some clarification on Darkdedede's opinion of grabbable structure. IE the area you walk on is grabbable, the thing you see above you (a ceiling) is grabbable, etc.

I honestly haven't played enough player LBP levels to make any judgement on grabbable ceiling mechanics. Although I just did see that today. o_O

Now that you've mentioned it I'm sure I'll see it everywhere.
2010-09-18 00:23:00

Author:
Unknown User


I don't disagree on the "flat ceiling grab over a large hazard" gameplay mechanic. I just needed some clarification on Darkdedede's opinion of grabbable structure. IE the area you walk on is grabbable, the thing you see above you (a ceiling) is grabbable, etc.

I honestly haven't played enough player LBP levels to make any judgement on grabbable ceiling mechanics. Although I just did see that today. o_O

Now that you've mentioned it I'm sure I'll see it everywhere.

I was just making a general comment - I haven't played your level - but yeah, it is used a bit everywhere. It's ok to use, I was just saying that some levels use it way to much - and that kind of R1 bores me after a while. But that's my personal preference.
2010-09-18 08:22:00

Author:
CYMBOL
Posts: 1230


Wow, you reviewed Radish Wake? o.0
Whoa whoa, thanks a whole lot, dude! I didn't even ask you to review it, right? Such a nice surprise.
As you've managed to get through the whole thing, you can now officially call yourself a "master of LBP's jumping physics." xD

I'm surprised that you thought the gameplay was boring, though. Most people seem to enjoy Radish Wake more than Onion Gale, due to the lack of gimmick halls.
Also, LOL at you listing "no Hall of the Minotaur" as a pro. That stage is the doom of Onion Gale. xD
But what didn't you like about the Hall of the Krakken? :O

Also, did I make the SackNun mad? o.0 Why? The gameplay here has been gametested to death, you know. Tell me what parts angered her, please.

Just curious, what hall did you like the most this time around?
2010-09-25 13:17:00

Author:
figuer39
Posts: 108


Levels name = Lunar Explorer vehicle race ( ONE PLAYER )
PSN=doubletimewa
2010-09-25 13:24:00

Author:
Unknown User


Wow, you reviewed Radish Wake? o.0
Whoa whoa, thanks a whole lot, dude! I didn't even ask you to review it, right? Such a nice surprise.
As you've managed to get through the whole thing, you can now officially call yourself a "master of LBP's jumping physics." xD

I'm surprised that you thought the gameplay was boring, though. Most people seem to enjoy Radish Wake more than Onion Gale, due to the lack of gimmick halls.
Also, LOL at you listing "no Hall of the Minotaur" as a pro. That stage is the doom of Onion Gale. xD
But what didn't you like about the Hall of the Krakken? :O

Also, did I make the SackNun mad? o.0 Why? The gameplay here has been gametested to death, you know. Tell me what parts angered her, please.

Just curious, what hall did you like the most this time around?

I just thought the obstacles were monotonous. I've never been a fan of repetitive hazards.

Now the Kraken was a bit more painful than the rest because of the backtracking, and the electric hazards. If I hated doing something the first time, I'm not exactly thrilled to be forced to endure the exact same thing a second time.

I'm also not a fan of overusing the electric hazard. A difficult obstacle is frustrating enough without having to hear the electrocution sound effect over and over again. It's even more annoying than the droning that plays during create mode.

As for my favorite hall, I'd probably go with the Wandjina .
2010-09-26 05:23:00

Author:
DarkDedede
Posts: 672


" As you've managed to get through the whole thing, you can now officially call yourself a "master of LBP's jumping physics." xD

"

xDDDDDDDDDDDDDDDDDDDDDD
2010-09-26 08:42:00

Author:
Unknown User


you do object reviews to darkdede? if so i would like a review for my advanced mech, you can find it in my advanced mech tech demo lvl. thx2010-09-26 20:00:00

Author:
aagobert
Posts: 22


As you've managed to get through the whole thing, you can now officially call yourself a "master of LBP's jumping physics." xD



More like "master of LBP patience"

Anywho, term's just about over. I should get some more reviews posted up soon.
2010-09-29 06:55:00

Author:
DarkDedede
Posts: 672


when will your reviews start coming out again?2010-10-10 22:37:00

Author:
artise
Posts: 353


Yeah, I guess I've been enjoying my break from school a bit too much. Sorry about that.

I'll try to get back on task soon.
2010-10-11 05:30:00

Author:
DarkDedede
Posts: 672


I just thought the obstacles were monotonous. I've never been a fan of repetitive hazards.

Now the Kraken was a bit more painful than the rest because of the backtracking, and the electric hazards. If I hated doing something the first time, I'm not exactly thrilled to be forced to endure the exact same thing a second time.

I'm also not a fan of overusing the electric hazard. A difficult obstacle is frustrating enough without having to hear the electrocution sound effect over and over again. It's even more annoying than the droning that plays during create mode.

As for my favorite hall, I'd probably go with the Wandjina .

Yeah, I see where you come from. Not what I'd call "repetitive," but I see where you come from. Radish Wake is indeed more centered on exploiting ONE kind of obstacle per hall.

Whoa, so you liked the Hall of the Wandjina the most? That's nice to hear, again, because many people have told me that it is one of the most frustrating halls. xD
2010-10-11 10:33:00

Author:
figuer39
Posts: 108


More like "master of LBP patience"

Anywho, term's just about over. I should get some more reviews posted up soon.

Haha, yeah, that statement is also true. xD

By the way, yeah, man, you got to keep the reviews coming. Your reviews are a delight to read.
2010-10-11 10:35:00

Author:
figuer39
Posts: 108


" As you've managed to get through the whole thing, you can now officially call yourself a "master of LBP's jumping physics." xD

"

xDDDDDDDDDDDDDDDDDDDDDD

xDDDDDDDDDDDDDDDDDDDDDD
2010-10-11 10:37:00

Author:
figuer39
Posts: 108


If you have some free-time on your hands would you mind reviewing "Innocent! Part 1: Escape!(1PLAYER)(2 player may lag)" by me, it's my first level and I think it might have some (OK LOTS) of flaws but I cant see them from a creator's point of view. (crosses fingers)
PSN PLASMA-BLADE
2010-10-11 13:41:00

Author:
Unknown User


Nice to see my levels finally make it into the "Currently Being Reviewed" phase. 2010-10-11 15:58:00

Author:
CYMBOL
Posts: 1230


I'd like to have my level "Trial of the Water Dragon reviewed". It is a simple water platforming/puzzle level. There is a good bit of swimming but bubbles to collect along the way. I think it's a pretty unique level with a good looking design. Was trying to go for a pop up book look. I welcome any criticism as I love my level and I'm bias so other view points are always welcome. I'd especially like to know what you think about the end as I'm pretty sure there is currently nothing like that in LBP. I could be wrong.

Level Name: Trial of the Water Dragon

PSN ID: Quess_is_Baked
2010-10-11 16:45:00

Author:
quess is baked
Posts: 6


New review up. (https://lbpcentral.lbp-hub.com/index.php?t=34116-DarkDedede-s-Review-Shop.&p=619474&viewfull=1#post619474)

I also am trying out this neat reference tool to help me with my reviews. I figured I'd try something new. It's basically a deck of cards, each with a set of questions concerning an aspect of game design. Here's the link to the official website, if you'd like to check it out. Link (http://artofgamedesign.com/cards/)

And here's a sample of one of the cards.
http://artofgamedesign.com/cards/64_Projection.png
2010-10-13 05:52:00

Author:
DarkDedede
Posts: 672


I really like the tips that those cards give. very cool.

By the way... I looked at your latest review and... some of the screenshots you took look like something i've seen before (http://www.youtube.com/watch?v=u7yeV0V0We0&feature=related)...
2010-10-13 06:08:00

Author:
ShamgarBlade
Posts: 1010


Yeah, all those temple levels are starting to all look the same. There are so many of them published.

If the designer is going to make a temple level, they need to add some aspect to it to set it apart from the rest of the pack. Pretty scenery and the "Velvet Room" music just doesn't cut it.
2010-10-13 06:16:00

Author:
DarkDedede
Posts: 672


http://i1.lbp.me/img/bs/371bec71b91ae03ebe45663790b1ec314206ec15.pngBasic Platformer: The Movie: The Game (http://lbp.me/v/qsr8k8) by UltimateClay (http://lbp.me/u/UltimateClay)

http://farm5.static.flickr.com/4107/5082063235_22a4174c5b.jpg
You’ll have to excuse me for being blunt

CATEGORY: Story
DIFFICULTY: ”Hard”

PRIZES:
In-Level: 3/3
Level Completed Gifts: */2
Collected All Gifts: */1
Aced Level Gifts: */2

Prizes Worth Metioning Nope

Prizes Requested: Nope

Summary:

Maybe I’m just not in the best of moods, but this level gave me a headache. Not because it was bad, but because it could have been so much better. I suppose this level could be summed up by calling it “a poor man’s Onion Gale.” I could elaborate more, but I think I’m going to get to the bulletpoints. This level needs some more thought, love, and effort put into the design, stat.

Strengths:


A good start, but not properly executed.
Death “wah-wah” sound effect.
2-player obstacle added.

Weaknesses:


Very long level.
Music choices did not support the pace, or the theme.
Music choices got progressively worse as the level went on.
Too many invisible walls.
Camera used as a hazard.
Some areas too dark to see properly.
Not all prizes named.
Repetative, and sometimes unforgiving hazards.

Nitpicks:


Background choice was strange, and didn’t fit the theme well

http://farm5.static.flickr.com/4084/5082063233_8c6b59228c.jpg
Yep, stairs...

Ratings:

Originality: 2/5 ★★

Gameplay/Implementation: 2/5 ★★

Level Design/Communication: 2/5 ★★

Scenery/Presentation: 1/5 ★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 2/5 ★★ Congrats, you made an obstacle course.
Now make it better.

[Level not hearted/Author not hearted]

Suggestions


Think of ways to make the visuals more interesting (less boring). There’s nothing wrong with having a “basic” theme. However, there’s a difference between basic, and boring. Having a more interesting theme will keep the views more engaged, and curious about what will happen next.
Don’t rely on invisible walls to guide your players. If you really want to restrict your players movement, try to dream up more creative means of doing so.
Choose more appropriate music, period.
Be more creative with your hazards, period.
Left Field Suggestion: You might want to consider a way to make the hazards behave differently each time the player starts the level.
Try not to make the obstacles too long, especially not without having a checkpoint. I know this makes the level more (*gasp*) forgiving, but helps alleviate some of the frustration that players may feel due to the difficulty. It would also keep the player from becoming too bored.
Some additional direction would help to guide the player through some of the more confusing parts (the bomb area comes to mind). I would suggest visual cues, because not all your players are guaranteed to understand English.

http://farm5.static.flickr.com/4111/5082063227_2dd7e65f8f.jpg
It’s all downhill from here

P.S. I know there's a #2 after this level, but after taking all I can take from that one, I don't think there's anything that hasn't already been said previously, in this review and in others.

4 - 28 - 39 - 92 - 93
2010-10-15 01:34:00

Author:
DarkDedede
Posts: 672


Wait? Some of the prizes are un named? Thats strange.

Also, there are some points that I felt like I should point out with your review that I disagree with, not trying to sound rude.

-The level is suppose to be mind numbingly hard
-The theme was suppose to seem basic and inviting to make the player seem like the level would be fun and easy at first

Other than that, thanks for the critique. AT this point I wasnt really an epic level creator (still not really, but ive improved) and still learning alot of the ropes. Ill remember this advice!
2010-10-15 13:56:00

Author:
Testudini
Posts: 3262


I suppose you don't have to agree with me, especially since it was your design.

However, just remember that there is a difference between "fun and challenging" and "frustrating and boring." Just because a level is "LOL super hard" doesn't mean that it should be used as an excuse not to execute the design more successfully. If you're content with your target audience being those that enjoy a "LOL hard" challenge, just for the sheer thrill of doing another "LOL hard" challenge, then I suppose that's your right. You'll have to forgive me for expecting a bit more.
2010-10-16 00:24:00

Author:
DarkDedede
Posts: 672


Hey, dude, I would actually like to request another review. It's not a review for a level of mine, though.

This friend of mine has this series of levels, and he has put lots of love and work on it. Problem is, he has had trouble getting decent feedback for his levels. The guy just has bad luck. So, I am here to request that you write one of your awesome reviews for his stuff.

Is it possible to request a review for someone else's levels? I am requesting it in his place because he thinks that the reviews posted on the Reviews section of this website are not usually worthwhile, and I also want the review to come off as a surprise gift of sorts.

Would you do it?

If you're willing to do it, the series is called Red Eagle, and the author name is haredriel. The series is composed of three rather long levels: The Hero, B2 Bermuda and Angel of Death.

If you're not feeling very energic, you could just write a review for Angel of Death, as it's been published very recently and he's craving for feedback on it.
2010-10-18 09:55:00

Author:
figuer39
Posts: 108


I put it on my list. Just realize that there is twelve request before this one, so it might be a while before I get to it.2010-10-18 17:59:00

Author:
DarkDedede
Posts: 672


Yeah, no problem, I know it's going to be a while before you get around to reviewing them. xD No need to rush here.
Thanks for accepting the "job."
2010-10-19 09:30:00

Author:
figuer39
Posts: 108


Hi DarkDedede.
I've seen many of your reviews and they're good quality
I would be grateful if you found the time to review my level. It's called The Perilous Predicament of Scallywag Rootbeard! by iisc2k7.
It's a pirate-style level with different environments and a 2-player area. There's more info here if you're interested:http://www.littlebigland.com/forum/viewtopic.php?f=11&t=4982
Thanks alot!

P.S. I'm pretty sure all my prize objects are named but if they are not be sure to tell me!
2010-10-20 10:34:00

Author:
Unknown User


Hi DarkDedede, can you review my 3 levels when you will have a time? I created 7 levels already but I think these 3 are really good (gameplay).
PSN: GILUPL
1) BEST CREATED CONNECT FOUR (2P ONLY), it is very professional made classic game connect-4, the best in LBP.
2) LITTLE BIG PYRAMID: TEMPLE OF TUTANKHAMUN (LONG HARD EPIC LEVEL), this level is very, very long and inc 20 various chapters!!!, there is elements of skill, some bosses and the most original puzzles ever. If you like various gameplay, tricky levels, smart puzzles, some chalenges, long adventures, fun storylines (sackboy talking to you, lots of situation jokes) and you are looking for a something new what you never seen before then you will love this level.
3) LITTLE BIG PYRAMID 2: SECRET OF CLEOPATRA (LONG HARD EPIC LEVEL), read on top, level is the same good as 1st part of pyramid!!!
Coming this year, I hope very soon LITTLE BIG PYRAMID 3: MYSTERIOUS SKULLS (LONG HARD EPIC LEVEL)!!!
Thanks a lot if you will have a time.
2010-10-20 11:40:00

Author:
GILUPL
Posts: 102


can you just do the review of my levels insted of waiting for the update, because i've had too much work to do for college to even get working on any of the updates.
your suggestions might even make the update better so ill prefer if we did it this way. sorry again lol
2010-10-20 19:17:00

Author:
artise
Posts: 353


I have a request.. it is a level series.. the fourth is not done yet, but it deserves a review of it's own once it comes out. I would like my series called Parakee Isle to be Reviewed. Parakee Isle 1, Parakee Isle 2, and Parakee Isle 3. if you wouldn't mind, when you post the results, make a breakdown of the results between the three levels. i would appreciate it ( just the ratings, not a full fledged paragraph style review. ) thanks.2010-10-22 04:23:00

Author:
flamesterart
Posts: 585


Dream Catcher Series (1&2) by CYMBOL (http://lbp.me/u/CYMBOL)


http://i5.lbp.me/img/bs/465765c709009898b0739927eea130c3b0932395.pngThe Dream Catcher (http://lbp.me/v/r1-2s4)
http://i9.lbp.me/img/bs/5f9dad8a657cc93c76b761b6d38c5bbcbdb6cb7c.pngThe Dream Catcher II (http://lbp.me/v/vrttm0)


http://farm2.static.flickr.com/1405/5106236229_65890c8d40.jpg


CATEGORY: Story
DIFFICULTY: Long

PRIZES:

Prizes Worth Metioning A couple weren’t named.

Prizes Requested: Nope.

Summary:

You are a dream catcher, and you get stuck in the dream world. You run around the dream world, doing the bidding of the Dream Queen. In the mean time, Lord Visionary (the Dream King) wants to stop you. Apparently they are having a bit of a lover’s spat. That’s basically the story.

http://farm2.static.flickr.com/1329/5106236221_482f49de00.jpg
The Dream Queen

Saying that this level has lots of visual effects would be an understatement. I would say that it is the series main strength. Unfortunately the level seems to have an overabundance of special effects. While it is impressive the techniques that were used, I really questioned whether or not if all of the effects were really necessary. In many instances the effects seemed to get in the way of gameplay. Either they were distracting, or hard on the eyes. Many of the areas were way too busy for my tastes. The novelty really started to wear, especially given the fact that both levels were extremely long.

Now, it’s obvious that an extremely large amount of time went into the design and implementation of these levels. Anyone that has the capacity to form a fraction of a thought could come to that conclusion. I just feel that the design could be executed much more successfully, so that each level gives a more satisfying gameplay experience. Since so much effort was put into the visual effects and techniques, I feel that the other elements of the level seem to suffer. As much as I hate cliches, “less is more” really does apply here.

http://farm5.static.flickr.com/4027/5106236231_acc116eb47.jpg


Strengths:


Focus on aesthetics.
Impressive use of transitions from scene to scene.


Weaknesses:


Over emphasis on visual effects.
Overly complex decorations sometimes distract from level flow.
Some visuals are hard on the eyes
Levels are extremely long
Redundant obstacles

Nitpicks:


Not a fan of the DK/Electric hazard
You should not expect your player to have to dress themselves to play your level.

http://farm2.static.flickr.com/1350/5106236233_8a1f0630da.jpg
Caption

Ratings:

Originality: 3/5 ★★★

Gameplay/Implementation: 3/5 ★★★

Level Design/Communication: 2/5 ★★

Scenery/Presentation: 2/5 ★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 3/5 ★★★
Congrats on what you’ve done. Now make it better

[Level not hearted/Author not hearted]

Suggestions


Less is more. If your complicated decorations are making it hard for the player to see where they need to go, then you’ve done to much.
Do not be overly-dependent on visual effects. These effects should not distract from the gameplay experience. A technique needs to support the overall experience of the level, not be the experience. If your player is staring at what a cool visual effect you have implemented, as opposed to being immersed and engaged in the story, then you are not doing your job as a designer.
Compared to the detail that you put into the setting, your characters don’t look very interesting. I suppose improving the character designs would help to give your characters more character.
Make sure all of your prizes are named.
Your levels were extremely long. I could almost see them broken up into individual shorter levels. Either that or you could implement a type of checkpoint system with stickers. That way people can always take a break from the long trek through the dream land, and continue where they left off. This would also be helpful for the people that get stuck at the area with the balloons.

http://farm2.static.flickr.com/1329/5106236237_0dcff24f43.jpg
Boo! I scare you!
2010-10-23 05:32:00

Author:
DarkDedede
Posts: 672


Would you please review my level, it's called An Adventure with Walter. It's a pretty basic level, and the first level I ever made. Some of the objects are unnamed, and I'm sorry (The ones that aren't named weren't made by me). I did use the sackperson cut-out for characters, but I decorated them quite a bit. There is one very small portion with grabable floors. Please forgive me. The prizes are kind of useless (unless you get 100% on the level, then there are some good prizes). Keep in mind that this is my first level, I will make more (hopefully better) levels, and I will listen to any feedback you give me. My PSN is aang1050.2010-10-23 15:39:00

Author:
aang1050
Posts: 10


You could always recapture them, in create mode, and then rename them yourself.

Otherwise, if you already know what you need to work on, what do you need me for?
2010-10-23 19:34:00

Author:
DarkDedede
Posts: 672


Hey DarkDedede, saw your review a few days ago when you posted it (been watching the thread and have been seeing my levels moving slowly up the list).

Anyway, first and foremost, thanks for taking the time to go through the levels, take pictures and then come back here and not only post your thoughts, but feedback and recommendations as well. It's all very appreciated.

Anyway, I appreiciate your thoughts and opinions of my level. There really isn't anything to argue since it is your opinion, but I did want to point out that I felt it was wrong for your to list "extremely long" as a weakness. To me, that should have been listed under nitpicks since that is your preference for levels and not necessarily a "problem" with the level.

Also, I have to admit, of all the scores I was surpised to see you scored me so low on "Originality". After all, the story is not copied from any source. And, the effects in the level (I understand you personally felt they were overwhelming), were completely original, and, have not been done in any other level in LBP that I've seen (and would be hard pressed to figure out a way to duplicate many of them).

Other than that, everything else was your opinion and I appreciate you taking the time to let me know in detail what you liked and did not care for. I"ll be sure to review it a few times for any areas I think I can look at differently for my next level.

I have been pretty lucky and most of my levels have a few thousand plays each with a lot of positive comments (including a Spotlight for my Dream Catcher 2), so I don't mind a different point of view. For many others, they don't get lots of plays and it's people like yourself who take their valuable time to contribute to the community with your personal insight. So again, thanks a lot for the review, posting your opinions and recommendations. It's really a great thing for creators to have.

2010-10-27 01:44:00

Author:
CYMBOL
Posts: 1230


Anyway, I appreiciate your thoughts and opinions of my level. There really isn't anything to argue since it is your opinion, but I did want to point out that I felt it was wrong for your to list "extremely long" as a weakness. To me, that should have been listed under nitpicks since that is your preference for levels and not necessarily a "problem" with the level.

I don't feel that it has anything to do with "preference," and everything to do with pacing. Compared with the other levels that I have played, yours is extremely long. The problem with levels that are too long, without any breaks, is that the player may become bored. If your level cannot keep your player engaged enough for them to endure 30-60 minutes of playtime, then it is indeed a problem.

If the player ends up exhausting a checkpoint, and is forced to start over, what are the odds that they are going to want to invest another 30-60 minutes of their life trying to reach the point that they left off? What, besides the next special effect, are you promising to give them (experience or otherwise) that they would want to reach the end of your level, or even play the entire thing over again? If your player is not compelled to actually finish your level, for whatever reason, I see that as another problem.


Also, I have to admit, of all the scores I was surpised to see you scored me so low on "Originality". After all, the story is not copied from any source. And, the effects in the level (I understand you personally felt they were overwhelming), were completely original, and, have not been done in any other level in LBP that I've seen (and would be hard pressed to figure out a way to duplicate many of them).

Again there's more to "Originality" than the source of the story and some special effects. I also take into consideration character and level design, and I felt your level was lacking a bit in both. I felt that the few character that you did have in the story were somewhat one-dimensional, especially when it came to to their appearance. The special effects were one of your levels' strong points, but besides that, I just didn't find much else that made it stand out.

Among other things, effects are supposed to support the overall experience, and not be the overall experience. If you put the same amount of the time, thought and effort into the story and the level design, as you did with the special effects, it would be a pretty awesome experience.

Of course, at the end of the day, the ratings are just a formality. Like you said, it is just my opinion. However, I would think that it would be the feedback itself that is the most beneficial. I am by no means discounting your hard work, I just feel that there are areas in which you could improve. If I see more potential than not, then it will reflect in the ratings.
2010-10-27 05:26:00

Author:
DarkDedede
Posts: 672


Nicely stated dardedede. and CYMBOL, he is right about the length thing, a level that is too long, and difficult, never gets finished except by extremely good players.2010-10-27 13:15:00

Author:
flamesterart
Posts: 585


So I'm starting afraid because my PYRAMIDS are very, very long (40 minutes gameplay first time for each) and hard but I think not too hard if you are smart you won't have problem with puzzles, also elements of skill are not too hard, I saw much harder levels anyway. Design and graphic are not best but gameplay is really good because they are very, very various! There is lots of nice ideas and original puzzles never seen before. I hope you will like my PYRAMIDS DarkDedede, also I added some skipping options and emergency switches so everyone can past fast what he don't like or he can play 2 or 3 seperate times because you can start playing from chapters: 6 and 12 (1st part) or from chapter 12 (2nd part). Each PYRAMID has 20 chapters total!!!2010-10-27 14:30:00

Author:
GILUPL
Posts: 102


Hey Dedede, I've been wanting my recently published level to be reviewed for a while now, it called Ashton Chronicles 1: Hidden Water Temple, it is actually my first level I've posted here on lbpc and I'm still wary about how the overall level is to the average player. I would greatly appreciate it if you reviewed it for me The level focus's mainly on platforming and puzzles and traps and whatnot. It's rather good in my taste, but I still need to know if I fail in any categories you deem needs improvement. I didn't see if you had a waiting list or not, so whenever you get around to my level is fine by me. Don't hold back any amount of nit'picks, I welcome them and will consider them. This level is also my 1st in over a year of not publishing so I'm just getting back into the game of creating Thanks in advance for when you get a review of my level done! 2010-10-27 17:41:00

Author:
damaz10
Posts: 771


http://ib.lbp.me/img/bs/6db16b425dfd1a45d8bbb84826992cf65acdd2bd.pngDark Cavern (http://lbp.me/v/tc9xp8) by livingston_tf (http://lbp.me/u/livingston_tf)

http://farm2.static.flickr.com/1362/5122710140_f443f9a3ea.jpg
You guessed it. It’s that dark.

CATEGORY: Labyrinth
DIFFICULTY: Medium

PRIZES: N/A
Prizes Requested: N/A

Summary:

Well the first thing that you encounter, when starting this level, is being spawned over a bed of spikes. Not the best way to get a first impression. The very first puzzle is very confusing. I’m not even sure if I got past it the way it was designed. After that, some of the puzzles have some interesting elements, which means there is potential. However, none of the execution really thrilled me.

The level is dark, it does take place in a cavern, and it does have that small glimmer of potential. I just feel that more thought is needed to be put into the design. A vast majority of people aren’t really going to care for a level that is filled with LOL-type-deaths or confusing puzzles. Remember, you design around your audience, the audience isn’t designed around you.

Strengths:


It has potential, it’s just not there yet.

Weaknesses:


Confusing Puzzles
Too dark.
First puzzle, with the rocket skateboard, it a bit confusing to get past.

Nitpicks:


I’m sure not too many people are thrilled with spawning over a hazard.

http://farm2.static.flickr.com/1384/5122710144_b5187f7014.jpg
Caption

Ratings:

Originality: 2/5 ★★

Gameplay/Implementation: 2/5 ★★

Level Design/Communication: 2/5 ★★

Scenery/Presentation: 2/5 ★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 2/5 ★★

[Level not hearted/Author not hearted]

Suggestions


I really don’t have a problem with darker levels, but the lack of direction is a big problem. Some visual cues, even if they are subtle, will help guide the player through the main path of the level. Now, the optional parts, especially those that lead to prizes, you have a bit more liberty on how challenging and inconvenient it is to get to them.
The visual theme in your level were pretty basic. I would suggest trying to change the visuals slightly as the level progresses. That way each area looks a bit different from the precious area. Improving the visual elements will help to make the level more interesting. No one is expecting mastery, but you should strive for improvement.
Some sparse lighting may also help make the level less dark. It may also act as a type of visual cue to give direction to the player.
Get people to playtest your level, and give you feedback on what they liked and didn't like. Always look for ways to improve. Remember, if no one is enjoying your level, then it's your job to make sure that changes are made so they enjoy it more, or are frustrated less.


http://farm2.static.flickr.com/1374/5122710142_f80dd2da86.jpg
2010-10-28 06:54:00

Author:
DarkDedede
Posts: 672


hehe... all it says is that you categorized it as a labrynth.... no other ratings of thoughts....2010-10-28 11:51:00

Author:
flamesterart
Posts: 585


no other ratings of thoughts....


Well, that's because it's not done yet. I looked at the clock, and the clock said 2am, so I decided it was time to get to sleep.

These things do take a while to write, and put together.
2010-10-28 15:58:00

Author:
DarkDedede
Posts: 672


Hello , i would like a review of my series of levels called "WAKE UP! WAKE UP!" the series consists of 3 levels psn is ToborTheRobot. I know my grammer is horrible i just havent had the time to fix it yet. it is a series of 3 levels where you start off knowing nothing and then find out more as you progress. constructive critism would be greatly appreciated for when i go back and fix the grammer and anything else i need to redo. thanks in advance2010-10-28 16:38:00

Author:
ToborTheRobot
Posts: 29


Thanks a lot for the review, DarkDedede!

I must be honest, though, that I am quite spun around by both reviews. ShiningAqua's review, as far as I could tell, said to ignore what other people say about the level being too difficult or whatnot and just build level based around what you think is entertaining. Your review, on the other hand, says to build the level based around the audience.
Perhaps I'm just clueless and not getting the idea?

Visuals and level design are definitely areas that I'm willing to improve in my future levels. I would've added better lighting and more visuals in this level, but things started to get very glitchy after a certain point and prevented me from adding that much more to the level. And as for level design, I gotta be honest, I didn't plan it out very well. I had a basic outline for the level, but I just made up the puzzles as I went along and it ended up being completely different from what I expected it to be.

Helpful review, anyways.
2010-10-30 01:54:00

Author:
crazymario
Posts: 657


WOW! sounds kinda like what i used to do... but i have improved i hope you figure out what you need to do CRAZYMARIO, cause eeryone deserves to know what they need to do... at least once.2010-10-30 02:07:00

Author:
flamesterart
Posts: 585


I must be honest, though, that I am quite spun around by both reviews. ShiningAqua's review, as far as I could tell, said to ignore what other people say about the level being too difficult or whatnot and just build level based around what you think is entertaining. Your review, on the other hand, says to build the level based around the audience.
Perhaps I'm just clueless and not getting the idea?

Well it's not like I'm saying to take every bit of whining seriously, but it would be a good idea to design with a specific audience in mind. That way, you open up more creative possibilities, and helps you focus your ideas. If you design for you, then you run the risk of having a play count of one. If majority of the players, that come across your level, can't even get past the first obstacle, then I would consider that a problem. Remember you will always be the last person to find your level difficult, as you are the one that designed the thing.

The great thing about getting people to playtest your level is that other people notice things that you may overlook. You spend so much time working on a design that you may be totally oblivious to something staring you right in the face. You may even discover new problems with your design that you would have never noticed otherwise. Of course, whether or not you decide to act based on the feedback given is ultimately up to you.
2010-10-30 02:26:00

Author:
DarkDedede
Posts: 672


i noticed ( almost ) everything in my parakee isle level . on my own. ( not discounting what you said. ) but yeah, that is a good idea, and take your friends through your levels, they will spread the word, if it is good enough.2010-10-30 02:51:00

Author:
flamesterart
Posts: 585


http://i8.lbp.me/img/bs/89805b1ca4edcdf63ac334cbbdb428ffa9ac3db5.png Torture the Ragdoll Minigame (http://lbp.me/v/s7dmrz) by invadercowy (http://lbp.me/u/invadercowy)

http://farm5.static.flickr.com/4008/5133879217_0949c4d355.jpg
Could 900+ people be wrong?

CATEGORY: Demo
DIFFICULTY: Simple

PRIZES:
In-Level: 3/3

Prizes Worth MetioningN/A

Prizes Requested: Why are the other weapoons not available?

Summary:

When you enter this level, you have two choices. Go left and beat up a ragdoll with a variety of weapons, or go right and shoot ragdoll through a cannon. Loads of mindless fun. Of course one of the downsides of mindless fun, is that it tends to get boring, quicker than not. At least it does for me. I suppose that’s just the way I am. Granted, it is an interesting concept, and beating up ragdoll with various weapons is rather cathartic. The only problem that I have (besides the cannon controls) is that I cannot help but want more from the experience. A bit more meat.

Strengths:


Interesting concept.
Multiple weapons to beat up ragdoll
Music selection


Weaknesses:


Novelty tends to wear off rather quick
Difficult to control cannon

Nitpicks:


Ragdolls bleed?
You really shouldn’t ask for hearts and ratings.


http://farm2.static.flickr.com/1116/5133879209_b1351e1701.jpg
Good luck grabbing the center

Ratings:

Originality: 3/5 ★★★

Gameplay/Implementation: 2/5 ★★

Level Design/Communication: 2/5 ★★

Scenery/Presentation: 1/5 ★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 2/5 ★★ It is what it is, but it should be a bit more.

[Level not hearted/Author not hearted]

Suggestions


Think about what makes your level successful. Think of ways to expand those qualities to improve the game even more.
You might want to spread out the up/down controls a bit more. That way it would be easier to fire the cannon.
After you fix the controls for the cannon, try to think of new target courses that you can use with the same theme.
Work on the visuals. There was a bit too much blue for my taste.
This concept apparently appeals to a large group of people. I’d say dream up more scenarios to incorporate this ragdoll character.
Think of ways to make this concept more than what it already is. As much as mindless fun is appealing, it does tend to grow stale quickly (for me, anyways). Perhaps different ways to torture the ragdoll. Of course, then you’d have PEGI breathing down your neck.


http://farm2.static.flickr.com/1339/5133879213_198676b50e.jpg
Music Selection

8 - 15 - 16 - 17 - 35
2010-11-01 03:41:00

Author:
DarkDedede
Posts: 672


Did you know that if you point left stick down and hold then grab it will grab the floor insted f the sides.2010-11-01 04:14:00

Author:
artise
Posts: 353


I see. I did not know that, and I'm sure many other people don't either. Still, it doesn't mean that the interface should't be improved.2010-11-01 04:30:00

Author:
DarkDedede
Posts: 672


i found it out by accident lol, but yer you should not make something hard to controlle, it should be easy to use for all players 2010-11-01 05:10:00

Author:
artise
Posts: 353


uh... a little suggestion for the creator of the ragdoll torture thing, try making mounted torture devices, or making some kind of torture, that isn't a weapon, it just, like, shakes the doll or something. that would be interesting. or, maybe, make the doll explosive. i played one that did that one time, it scared the crap out of me, and i was like WHOA! THATS AWESOME! also, making an extra doll, if you make it explosive, is a good idea. ( just a few suggestions. )2010-11-01 07:16:00

Author:
flamesterart
Posts: 585


Hey, can I have a review of my level 'The Wise Owl'? I'd love to get some feedback on it. Thanks in advance.2010-11-01 20:19:00

Author:
bonner123
Posts: 1487


Hello, if you ever get the chance,can you review my level "Slumber Wonderland"

it's under NoirMorpheus in the search box

Thanks

Oh it's a part of a level series

"Nightmare Clockwork" is the prequel

And " Dark Forest" is part 2
and "Garden of Dreams' is part 3, but Slumber Wonderland has the most plays so...
2010-11-05 08:13:00

Author:
NoirMorpheus
Posts: 16


If you have enough time could you please review my level "The Enchanted Towers" by Smudge228. Its my second level and I hope you enjoy it.2010-11-05 17:15:00

Author:
Smudge228
Posts: 533


Hey DarkDeDeDe
I would like a review for:
HUD Beta Testing by Tomeh-The-Jedi

Before you play it, I must warn you it is lacking detail, so for the level design can you mainly rate it off of the HUD itself? This is because the level was meant mainly to test the mechanics of the level itself.

If you have trouble finding it please make sure when you search for user you put Tomeh-The-Jedi, not Tomeh999 it seems like people sometimes mix up my Username here and my PSN name.
2010-11-07 01:50:00

Author:
Tomeh999
Posts: 763


http://i3.lbp.me/img/bs/g9143-533f6169.pngOnly the Dead Remain (http://lbp.me/search?q=Only+the+Dead+Remain&u=artise1&d=ever&t=newest) by artise1 (http://lbp.me/u/Artise1)

http://farm5.static.flickr.com/4071/5153551960_8efe7167c8.jpg
Will SackNun survive?

CATEGORY: Level Series (Survival)
DIFFICULTY: Easy

PRIZES:

Prizes Worth MetioningN/A

Prizes Requested: N/A

Summary:

This is basically a series of zombie survival levels. Each level puts you in a different location, where you fight the same zombies. Of course, some have fire arms and some have electric arms, but they are still the same zombies (not to mention sackboy cutout zombies). Each zombie had a creature brain to shoot with the paintinator, I suppose to simulate a head-shot. However, I found it much easier to ignore the paintinator and defeat the zombies by jumping on them. Most of the zombies had more HP than I had bullets, so this made the paintinator even more useless.

While I did enjoy the concept, I felt that the only really big issue that I had was the series focused on quantity over quality. There are a total of seven levels in the series, and it really felt like I was playing the same level, with only a few minor tweaks. All of the building seemed to be made of the same material, all of the zombies were pretty much the same, the music was the same, and the overall visual theme was the same. I feel that the overall design of the series would be much more successful if the designer invested some thought and effort into making each level stand out from the rest of the group. It was just a bit too much “cut-and-paste” for me.

Strengths:


Interesting concept
Music fit the setting well
First level was the best of the batch. I liked having new areas to explore, the longer I survived

Weaknesses:


Each of the levels, after the first, seem to pale in comparison
Design is easily broken
Levels had areas that were completely safe. The player can reach the different levels by standing in one place.
The paintinator is useless. Either the zombies have too much HP, or the player doesn’t have enough bullets


Nitpicks:


Your title isn’t capitalized correctly
Prizes are pretty much useless, and take up space in your poppit.
All zombies are visually identical
The dogs are awful and useless
I really didn’t see the point of putting an emitter lifespan on the zombies. It was confusing to see them evaporate randomly.


http://farm2.static.flickr.com/1330/5153551962_7cb65eb3da.jpg
The zombie cutouts are invading!

Ratings:

Originality: 3/5 ★★★

Gameplay/Implementation: 2/5 ★★

Level Design/Communication: 2/5 ★★

Scenery/Presentation: 2/5 ★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 2/5 ★★ It’s a good start, it just needs to be better.

[Level not hearted/Author not hearted]

Suggestions


This isn’t technically a suggestion, but once you get your hands on LBP2, I hope you go completely nuts and improve the design with the new tools.
Keep the objectives in the description. I found the overuse of the magic mouths somewhat distracting, especially since you forced the camera angle for many of them. Some of directions I didn’t even feel were necessary. Make your directions more intuitive, without having to depend on magic mouths.
Make sure that there are areas where the player cannot win by just standing, or hanging in one place. It’s your job as the level designer to make sure that your designs aren’t so easily exploited.
You may want to consider giving out actual prizes in your level. Sure the ribbons are cute and fun, but they are ultimately useless, and take up room in the player’s poppit. It may give the player an extra incentive to try your level again, if they know they are going to get something besides ribbons.
I’d rethink your implementation of the paintinator. Either the zombies had too much HP, or I didn’t have enough ammo. It was much easier to just ignore it and jump on the zombies. Depending on the placement, it also seemed to get in the way, when I was trying to grab onto something.
Try to design different themes for your zombies. Even if they are the same shape, you could dress them up to look different.
The airplane intro, on the second level, either needs to go, or make it more forgiving.
Make sure that the player is able to collect the points that they have accumulated for surviving long enough. I was not able to increase my score when the scoreboard was activated.
Instead of making yet another level, I would suggest improving the levels that you already have published.

http://farm5.static.flickr.com/4086/5153551964_6edb457de2.jpg
2010-11-07 04:37:00

Author:
DarkDedede
Posts: 672


http://i9.lbp.me/img/bs/6f9c00b94dbeda730599a3c08e5b75413a015c19.pngLunar Explorer: Vehicle Race (http://lbp.me/v/tkx1bw) by doubletimewa (http://lbp.me/u/doubletimewa)

http://farm2.static.flickr.com/1379/5155477885_ed98a40b02.jpg


CATEGORY: Timed Obstacle Course
DIFFICULTY: Medium

PRIZES:

Prizes Worth Metioning No prizes available.

Prizes Requested: N/A

Summary:

This is a timed course where you must navigate the Lunar Rocket through obstacle course. I have to say that I really did enjoy this level. The controls take some getting used to, but it was overall an enjoyable experience, especially when attempting to shave seconds off of my time. My favorite thing about this level was that the designer decorated the course with moon creatures throughout. Nothing too fancy, but it does help to give the level a big boost in personality.

Of course, there are some things that could be improved. Nothing drastic, but it would make the player experience a bit more interesting and enjoyable.

Strengths:


Thought put into layout.
Vehicle design & controls are interesting.
Moon creatures make traversing the level more interesting

Weaknesses:


There are some areas where you can become stuck, despite mashing the x button.
Lack of contrast between the foreground and background materials makes navigating the course somewhat confusing.
If the player somehow gets squished in the vehicle, the player respawns at the beginning, but there is no vehicle. This means that he player has to restart.

Nitpicks:


A bit more detail could make the visual presentation stronger, but it really doesn’t hinder the experience that much
Having to go through the all of the speech bubbles, every time the player restarts, can get annoying.

http://farm5.static.flickr.com/4131/5155477879_30fb0a8150.jpg
This will happen a lot.

Ratings:

Originality: 3/5 ★★★

Gameplay/Implementation: 3/5 ★★★

Level Design/Communication: 2/5 ★★

Scenery/Presentation: 2/5 ★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 3/5 ★★★

[Level hearted/Author not hearted]

Suggestions


It was somewhat difficult to distinguish what I was supposed to avoid, and what was part of the background. Both sections being the exact same color doesn’t really help much. You may want to alter the background somewhat, so that the player doesn’t get confused when navigating the course. It doesn’t have to be anything drastic, but even a subtle change would help.
Make the directions at the beginning optional. Every time I had to restart, I had to mash my way through all the speech bubbles. This could easily be solved by not forcing a camera angle when the magics mouths are activated.
Also when implementing multiple magic mouths, you could attach them to one motion sensor. That way the player could read all of the speech again, as opposed to only being able to activate the first one.
It wouldn’t hurt to put a bit more love into the visuals. I really didn’t have any problem with how it was, but it would help to give the level more personality.
I know it’s not intended in the design, but sometimes the player gets squished during space travel. You should figure out a way to make the vehicle respawn at the beginning when the player does, or make the checkpoint a part of the vehicle.

http://farm5.static.flickr.com/4012/5155477895_ed1a8dd695.jpg
Did I mention I beat the high score?
2010-11-07 22:49:00

Author:
DarkDedede
Posts: 672


YAY! My level is next in line! I'm nervous, I sincerely hope you enjoy it, but if you don't, I'll make sure to follow EVERY single point to make it better. Hoping for a good experience( and a good review )2010-11-08 09:59:00

Author:
Unknown User


Hey could you review my Pokemon Dimond and pearl Series on my Ethan23lol psn,
(Its one of my older levels so i know its not amazing!) Thanks
2010-11-08 19:03:00

Author:
Ethan23lol
Posts: 42


You right. It's not.

Make it better, make sure the battles work, name your prizes, give me your chansey, and then we'll talk.
2010-11-10 06:40:00

Author:
DarkDedede
Posts: 672


LOL ever since that review my level has gone from 25 plays to 75 plays xD2010-11-11 23:06:00

Author:
Unknown User


Allso i wonder how you were able to beat my highscore -.-2010-11-11 23:08:00

Author:
Unknown User


Would you mind reviewing my level "Trouble in the Canyons"? The link's in my sig.


I named all 9 objects.
2010-11-13 05:40:00

Author:
booXely
Posts: 654


http://i7.lbp.me/img/bs/5e73419f2f254ced308374d7525f44e7621dc0f4.pngInvasi on of the Sack Men From Space! (http://lbp.me/v/s42h4s) by SpeedyMcKnuckles (http://lbp.me/u/SpeedyMcKnuckles)

http://farm2.static.flickr.com/1019/5179883142_d5aa39fb82.jpg
Panic in the streets

CATEGORY: Story
DIFFICULTY: Easy

PRIZES:

In-Level: N/A
Level Completed Gifts: N/A
Collected All Gifts: N/A
Aced Level Gifts: N/A

Prizes Worth MetioningN/A

Prizes Requested: N/A

Summary:

Aliens are invading, and you’re all out of milk. Of all the luck. As you make it through the panic stricken crowds, you fight off aliens along the way. With what, you may ask? I suppose you’re going to have to find out yourselves.

I’d have to say, I really enjoyed the concept of this level. I also didn’t have any problems with the flow of the level. Sure, it could be prettier, but that’s always something that can be improved with practice.

Strengths:


Level flow
Story elements
Cliche done right

Weaknesses:


Visuals could use more love, especially the house.
Large speech bubbles get in the way

Nitpicks:


Wasn’t too crazy about having to pull down the fire escape 5 times in a row
Some of the prizes weren’t named

http://farm5.static.flickr.com/4104/5179907066_ebca547cd2.jpg
Time to climb stairs.

Ratings:

Originality: 3/5 ★★★

Gameplay/Implementation: 3/5 ★★★

Level Design/Communication: 3/5 ★★★

Scenery/Presentation: 2/5 ★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 3/5 ★★★ Keep it up
[Level hearted/Author not hearted]

Suggestions


Work on developing your visuals, especially the house (I didn’t not care for the doors, at all). It would help to give the level more character and personality.
Work on developing your enemy designs. There was just one type pasted randomly throughout the level.
Make sure your player isn’t doing too much wash-rinse-repeat type actions. Having to lower the fire escape five times in a row got somewhat monotonous.
Try not to display too many lines of text at one time. Having six-plus lines of text affects readability. I would suggest trying to keep text to a maximum of three lines. Most players won't want to read three lines, much less six or more. You could always break the text up with more than one magic mouth.
Try not to force a camera angle when triggering a magic mouth, unless it is completely necessary.
If you are going to use multiple magic mouths try to connect them to one sensor. That way the player can easily read the text in the order that it was intended.
Make sure your text doesn’t go too fast. You want to make sure people are able to read during the time it is displayed.


http://farm2.static.flickr.com/1255/5179276977_46fa005d4c.jpg
Aren’t they cute? They shoot lightning
2010-11-16 04:25:00

Author:
DarkDedede
Posts: 672


Hi Guys. Sorry I haven't been keeping up with my reviews. I've been having some issues with school, and school does take priority, in this case. After I get some more free time, I'll try to catch up with the reviews. Just wanted to let you all know I haven't forgotten about this thread.2010-12-06 00:44:00

Author:
DarkDedede
Posts: 672


It's alright! Real life challenges always take priority over video games! As long as they get done some day...2010-12-06 02:19:00

Author:
Tomeh999
Posts: 763


Sorry it took so long to respond. I've been MIA in the game. Got burned out on it. I just checked in to see if this was up.

I'm really glad you enjoyed the level. If Part 2 ever comes around, I'll be sure and let you know.
2010-12-07 17:00:00

Author:
SpeedyMcKnuckles
Posts: 331


If you get round to it, i'd love for you to review my level, Wheel Spin.

Also, to get full effect, try it with different numbers of players.
2010-12-07 20:53:00

Author:
Dialgax07
Posts: 94


I'm scared to make a request. Oh well, I'll do it anyway.
PSN:
PS3 Level: Roman Rant. Part: 1
2010-12-07 23:30:00

Author:
jalr2d2
Posts: 256


Okay folks, survived another term. I'll be sure to catch up on my reviewing over holiday break.

Oh, and I updated all of the previous reviews with links to LBP.me (http://lbp.me)
2010-12-16 22:13:00

Author:
DarkDedede
Posts: 672


http://i5.lbp.me/img/bs/8c57cb0af6cac51bca86ad2998b5d3203da6033b.pngSteelh ead: Act 4: The Steel Dragon (http://lbp.me/v/tc4-kd) by Richasackboy (http://lbp.me/u/Richasackboy)

http://farm6.static.flickr.com/5125/5276566212_a7abc0ce10.jpg
Roar

CATEGORY: Boss Battle
DIFFICULTY: Medium

PRIZES:

Prizes Worth Metioning The Dragon’s Head

Summary:

This level is a boss battle. By the title, I am assuming it was for some sort of contest. The designer makes sure that everything about this level just screams “Epic.” Epic looking boss, epic music, epic scenery. The one thing lacking in this level is epic gameplay. Visually, this is everything that I could want in a level. However, visuals only take the experience so far.

Once you get past the “pretty,” even though the “pretty” is done extremely well, the level pretty much boils down to repetitive and boring. The boss has three stages, and the only real difference between each stage is an extra attack, and another colored version of the same breath attack. Most of the time the dragon will be using his breath, which is easily avoidable. A bit more variety would have made the experience a bit more entertaining.

I suppose to sum it up, the problem that I had with this level is not the fact that it wasn’t “worth playing”, but that it wasn’t “worth playing” again. Had this boss been attached to an actual level, I might have seen things a bit differently. However, as a stand alone, it really isn’t as good as it could be.

Strengths:


Visuals are very good

Weaknesses:


Repetitive gameplay

Nitpicks:


Prize takes up a huge chunk of thermometer

Ratings:

Originality: 3/5 ★★★

Gameplay/Implementation: 1/5 ★

Level Design/Communication: 1/5 ★

Scenery/Presentation: 3/5 ★★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 2/5 ★★

[Level hearted/Author not hearted]

Suggestions


Now that you have the visuals down, it’s time to focus on the gameplay. Some variety after each stage would help. Changing the location of the weak point, changing the landscape, or changing a the attack set (as opposed to adding to what’s already there) with each stage would add some excitement to the experience. I noticed that there’s really not drastic change every time you get to the next stage, besides an extra attack. Adding some extra visual queue will help to let the player know that they are actually making progress in the battle.
Having the option of a timed battle might add an extra challenge to the mix.
I noticed that the prize takes up quite a bit of thermo space in create mode. It might be helpful to you, and the people you give your prizes out to, to be a bit smarter with how you build your assets. If you plan on covering something completely in decoration, I see little point in having stickers underneath. Even though the stickers are not visible, they still take up unnecessary thermo space.
Steelhead (I assume that’s his name) needs some back story. Some sort of level to go along with the battle would be nice. I noticed that this was “Act 4,” yet I didn’t notice any other acts published.
2010-12-20 05:39:00

Author:
DarkDedede
Posts: 672


You've played my level! I agree with all your reviews so far so I'm looking forward to mine. I'm off to play it again just to check its not broken!2010-12-20 13:33:00

Author:
Unknown User


I agree with everything in there: the battle is supposed to be the ending of a series of levels: the levels before this one will be published in LBP2.

The thermo it takes up didn't cross my mind. Thanks for that.
Also, I realize the gameplay was repetitive: I was on a tight schedule. I was considering redoing a bunch of attacks after the contest finished - there's just too much stuff in there for me to be bothered.
2010-12-20 17:39:00

Author:
Richasackboy
Posts: 619


http://i2.lbp.me/img/bs/6e265f197693aa47ae76c259436640742d0abe37.pngCrazy Canyon (http://lbp.me/v/tcstzy) by grayspence (http://lbp.me/u/grayspence)

http://farm6.static.flickr.com/5202/5278602793_a1478e6688.jpg

CATEGORY: Platformer
DIFFICULTY: Easy-Medium

PRIZES:

Prizes Worth Metioning None of the prizes were named (shame shame)


Summary:

This level is a pleasant romp through the canyons, with plenty of hazards and deathtraps along the way. The level advertises itself as a “classic platformer,” so don’t expect any compelling story. First think you’ll notice is that more effort than average went into the scenery. However, as I have said in previous levels, “pretty” doesn’t necessarily guarantee good design. Just because this level doesn’t have a story, doesn’t mean that it couldn’t use a good shot of personality. Although a good start, It will take a bit more than dancing cacti for this level to reach the charisma that it could.

Another problem that I had was in the level design itself. The level seem to be abundant in cliche hazards and obstacles that all of us have seen before. For example, there’s the “DK hazard” and the “Giant Flaming Wheel Chase Hazard.” Each obstacle seemed to be less and less inspired as the level went on. There is also an abrupt change in music that I found a bit unnecessary.

Please note that these design choices are not necessarily bad. You have to start somewhere, when developing your skills, and having the dedication to finish a level (start to finish) does say a lot. However, moving on from here, you should focus on developing different ways to make sure your levels stand out from all the other “Crazy Canyons” out there on the LBP servers. Now that you have successfully completed a level, the real challenge begins: becoming a better designer than you were yesterday.

Oh yes, and be sure to name your prizes next time

Strengths:


Effort put into scenery

Weaknesses:


Level seems to lack character
Cliche obstacles and hazards
Grammar & spelling errors
None of the prizes were named (shame shame)

Nitpicks:


Music was slightly irritating
Was the “Level Complete” prize the same as one of the collectible prizes?
Your sensors are showing

http://farm6.static.flickr.com/5129/5278602783_762f3e91f2.jpg

Ratings:

Originality: 2/5 ★★

Gameplay/Implementation: 2/5 ★★

Level Design/Communication: 2/5 ★★

Scenery/Presentation: 2/5 ★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 2/5 ★★ You’re on the right track. Keep it up

[Level not hearted/Author not hearted]

Suggestions


Be more innovative with your hazard and obstacle designs. Cliche is not an A.
Have something going on in the background throughout your level. It gives the player something to look at while they are navigating your level. Dancing cacti are only so entertaining.
Try to make sure that your theme doesn’t look too similar to someone elses work. There should be something about your work that is unique to you.
Implement some sort of visual cue for how to handle your puzzles and obstacles. They can be very subtle. Any type of hint would be helpful.

http://farm6.static.flickr.com/5121/5278602781_2db425047f.jpg
Hey, I’ve heard of this place
2010-12-21 00:53:00

Author:
DarkDedede
Posts: 672


http://if.lbp.me/img/bs/b9fe74d134d8ae2dd5a60006bff95172a88326ce.pngInnoce nt! Part 1: Escape! (http://lbp.me/v/tzmt5h) by PLASMA-BLADE (http://lbp.me/u/PLASMA-BLADE)

http://farm6.static.flickr.com/5087/5279708820_418e27a719.jpg
Will you escape?

CATEGORY: Story & Obstacle Course
DIFFICULTY: Medium

PRIZES:

In-Level: 6
Level Completed Gifts: 2
Collected All Gifts: 2
Aced Level Gifts: 2

Prizes Worth MentioningN/A

Prizes Requested: N/A

Summary:

You are sent to prison, and apparently for something that you didn’t do. You’ll have to forgive me for being blunt, but much more thought and effort needs to be put into the design of this level. It has stairs, it has repetitive obstacles, it has sackboy cutouts, and the level is extremely long. At some several points in the level, it gets very monotonous. Then just when you think you have escaped prison, you have to do through an extremely long obstacle course. I’m still wondering what an obstacle course or a fire floor has anything to do with a prison escape.

Strengths:


Sticker activated checkpoint

Weaknesses:


It’s long
Repetitive obstacles
Sackboy cutout enemies
Long ladders & stairs


Nitpicks:


Asking for hearts is tacky

http://farm6.static.flickr.com/5289/5279708826_7500ded0b1.jpg
There’s plenty of this

Ratings:

Originality: 1/5 ★

Gameplay/Implementation: 1/5 ★

Level Design/Communication: 1/5 ★

Scenery/Presentation: 1/5 ★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 1/5 ★

[Level not hearted/Author not hearted]

Suggestions


If you are going to use multiple magic mouths try to connect them to one sensor. That way the player can easily read the text in the order that it was intended
Add some variety to your hazards. I’m sure most people won’t like the wall jumps as much as you put it into the level. It will make your level a bit more interesting.
Give out prizes that people will actually want to use, as opposed to thank you notes that take up a slot in their poppit inventory.
Your level is very long. It might be a good idea to split it up into two level. It’s not like you lack the server slots.
Work on developing your own characters and enemies. Sackboy cutouts just don’t cut it. They don’t have look beautiful, but you really should start somewhere.
Long hallways, long ladders and long stairs are boring. Try to avoid instances where the player is walking long distances or mashing the jump button. You want to keep your player engaged, and not bored with repetitive tasks.


http://farm6.static.flickr.com/5167/5279708822_bcdc0891ed.jpg
In case you hadn’t realized, this level has stairs.
2010-12-21 05:41:00

Author:
DarkDedede
Posts: 672


THANK YOU for that review. I needed that. I guess I realized quite a while later how much my level sucked. I'll make sure to improve it as soon as I can make a plan on what to scrap. I'm sorry you didn't like it though, it was my first level.

However, could you please clarify your nitpick? I didn't ask for hearts in the level as far as I remember.
2010-12-21 10:41:00

Author:
Unknown User


Well like I said in the review before yours, you have to start somewhere. Even professionals don't get everything right the first try. Moving on from here, just be smarter about how you build your level, and make sure to keep your audience in mind as you build. Don't be discouraged, just work at getting better.

Also, if you're going to design a level around a specific theme, a bit of research wouldn't hurt. It will help you get a better idea of how to make the experience a bit more authentic.

Oh, and you did ask for hearts in the thank you note.
2010-12-21 20:51:00

Author:
DarkDedede
Posts: 672


http://i0.lbp.me/img/bs/8b0546c4058eb6a74a66c7beec9044b052d24cbe.pngTrial of the Water Dragon (http://lbp.me/v/ve4bqh) by Quess_is_Baked (http://lbp.me/u/Quess_is_Baked)

http://farm6.static.flickr.com/5042/5281160171_a2904e27b9.jpg

CATEGORY: Temple Level
DIFFICULTY: Simple

PRIZES:

N/A


Summary:

As the title suggests, this level is a trial. As the level starts, the player is treated with a series of long undecorated caverns to swim through. These caverns require not effort, outside of mashing the button to swim through them. This level also has some very interesting dragon designs, of which I am going to assume most of the designers effort went into.

Unfortunately, I broke the first puzzle. Since there was no reset, I decided to quit. I really didn?t want to swim through all of those caverns again. Call it unfair, but I?m sure that I?m not the only one that did this. All the interesting elements of this level were a bit too few and far between, for my taste. If the player is leaving your level, because they get bored, then there is a problem.

Strengths:


Dragon designs are nice

Weaknesses:


Grammar errors
Scenery is bland
Long uneventful caverns
No puzzle reset


http://farm6.static.flickr.com/5206/5281771836_86aaf524dd.jpg
I got stuck

Ratings:

Originality: 2/5 ★★

Gameplay/Implementation: 2/5 ★★

Level Design/Communication: 2/5 ★★

Scenery/Presentation: 2/5 ★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 2/5 ★★

[Level not hearted/Author not hearted]

Suggestions


Make more of an effort to keep your player engaged. If they get bored, they leave. More often than not, they don't come back.
If you?re going to have long drawn out hallways/caverns, where the player does pretty much nothing but walk/swim through them, at least give the play something to look at. If the same amount of effort was put into the scenery, as was put into the dragon designs, your level would be much more interesting.
Implement a way to reset your puzzles. That way, the player doesn?t have to restart the level if they mess up.

http://farm6.static.flickr.com/5165/5281160157_0afd213027.jpg
I want your dragon.
2010-12-22 00:01:00

Author:
DarkDedede
Posts: 672


http://if.lbp.me/img/bs/caf45f038fe3d6d2016a31c1aaa558a103d95ca1.pngDivide d World: Portality (http://lbp.me/v/tekz1w) by Yondi444 (http://lbp.me/u/Yondi444)

http://farm6.static.flickr.com/5044/5281537245_5224fb7fc7.jpg
Which way? You get to choose.

CATEGORY: Story
DIFFICULTY: Easy
Last Updated: 26 Nov 2010

PRIZES: N/A

Summary:

This level was an interesting concept. Basically this level is divided into 3 areas. Each area has a different theme. The player can choose what order they want to go in. The music choices are good, the pacing is decent, and none of the hazards are too repetitive. There were even a couple examples of ceiling swinging, and I really didn’t mind it. I suppose that you could say that SackNun got a slight reprieve for this level.

The only problem that I felt that the level had was that it wasn’t developed enough. The level needs some personality, something to set it apart from the rest. It has the potential, it just hasn’t reached it yet.

Strengths:


Nonlinear gameplay
Different themes
Good pacing
Music choices were decent

Weaknesses:


Underdeveloped visuals
Hazards are a bit underwhelming

Nitpicks:


Asking for hearts is tacky
Ending is a bit eye-rolling-clich?

http://farm6.static.flickr.com/5121/5281530307_c2268326e6.jpg
Subtle, but tacky

Ratings:

Originality: 3/5 ★★★

Gameplay/Implementation: 2/5 ★★

Level Design/Communication: 2/5 ★★

Scenery/Presentation: 2/5 ★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 2/5 ★★

[Level not hearted/Author not hearted]

Suggestions


Develop your themes. They are interesting, but they could use a good shot of personality. You may even want to consider naming each area.
Rethink some of your obstacles. They were a somewhat underwhelming. Try being more creative with how they are designed.
I would rethink the design of the central area. It was a bit more trouble than it probably should to navigate to each of the teleporters.

http://farm6.static.flickr.com/5170/5281530305_d343de1b4f.jpg
Gears
2010-12-22 01:57:00

Author:
DarkDedede
Posts: 672


Keep those reviews coming! Soon you might be near mine!
Just Kidding! Quality over Quantity... or Quality over Speed...?
Anyway, you get what I'm trying to say... you do, don't you?
Answer meh as I type this post even though you cannot see it... DO IT NAO!
...
In case you didn't understand what I was trying to say (because you obviously won't tell me, even though what I said was obvious...) I was saying that you should make quality reviews rather than a lot of reviews at one time.
...
This is quite a long post...
Maybe I should stop typing and post it...
But that would require me lifting my hand, putting it on the mouse, and moving the cursor on the "Post Quick Reply" button, so I can click it.
That requires a lot more energy than typing...
Wait why am I even typing? I 'm just thinking to myself...! My hands are working on their own now! Oh no! Hurry brain! Control my hands! ARRRRRRRGGGGGGGHHHHHHHHH!
/Clicks "Post Quick Reply" button.
2010-12-22 02:28:00

Author:
Tomeh999
Posts: 763


Hey, with the release of LBP2 on the horizon, are you stopping requests on your LBP1 level review requests to finish the backlog before LBP2? I certainly hope not, because I finished a sort of "last-hurrah" level for LBP1 a day or two ago, and I'd really love to see an honest review of it.

Level: Party at the Zoo (https://lbpcentral.lbp-hub.com/index.php?t=41840-Party-at-the-Zoo)
PSN: Sporkchops

Cheers!
2010-12-22 03:19:00

Author:
Sporkchops
Posts: 48


No I don't plan on it. If someone wants me to review a LBP1 level, it just goes to the bottom of the request queue just like any request that came before it. I'm not entirely sure how or if the format will change once I get LBP2, but I suppose we'll cross that bridge when it comes.2010-12-22 03:53:00

Author:
DarkDedede
Posts: 672


http://i9.lbp.me/img/bs/fe96da638251a846b9d01668e152098029763dd4.pngThe Perilous Predicament of Scallywag Rootbeard! (http://lbp.me/v/tnx9-5)

by iisc2k7 (http://lbp.me/u/iisc2k7)

http://farm6.static.flickr.com/5286/5282520466_aa9f9aee11.jpg
Arrrr, and stuff...

CATEGORY: Story
DIFFICULTY: Easy
Last Updated: 8 DEC 2010

PRIZES:

In-Level: 6


Summary:

Take notes kids, when I talk about a level having personality, this is it. The town is the highlight of this level. So much is happening as you make your way though. The designer filled it with all sorts of characters. This definitely helps to keep the player engaged and entertained as they are playing. At least I know I enjoyed it. Unfortunately, the magic seems to fade after you leave the town. The cavern and sunken ship area could use the same amount of personality and charm that was put into the town.

Strengths:


The town is awesome
Rootbeard falling off the boat
Humor, charm and personality
2 player area
Visual cues to give direction

Weaknesses:


Level seems to loose charm as it progresses
Sunken ship area is a bit confusing.

Nitpicks:


You do realize your level badge says “oobea,” yes?
The color puzzle time limit was a bit short.

http://farm6.static.flickr.com/5168/5282520470_cc6d28b569.jpg
Townsfolk

Ratings:

Originality: 3/5 ★★★

Gameplay/Implementation: 3/5 ★★★

Level Design/Communication: 2/5 ★★

Scenery/Presentation: 3/5 ★★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 3/5 ★★★ Keep it up

[Level hearted/Author not hearted]

Suggestions


Try not to display too many lines of text at one time. Having six-plus lines of text affects readability. I would suggest trying to keep text to a maximum of three lines. Most players won't want to read three lines, much less six or more. You could always break the text up with more than one magic mouth.
Keep improving your character design skills. I love the original characters, but I would love to see them developed further.
Give the areas past the town an extra shot of love. They seem to pale in comparison with the town.
A bit more guidance in the sunken ship area would be helpful. It was somewhat dark and confusing. I ended up dragging the chest the wrong way.
Your puzzles and obstacles were a bit underwhelming. Try developing more creative challenges for your player. Now that we know you’re capable of designing puzzles everyone has seen before, now try developing something new and exciting.

http://farm6.static.flickr.com/5286/5282520464_da76161aa7.jpg
2010-12-22 06:13:00

Author:
DarkDedede
Posts: 672


Thanks alot, mate! I completely agree with all the suggestions you made, and I'll get started as soon as I can. Definitely, at the end, there was a decline in detail, mostly because I wanted to publish the level before LBP2 came out (that was before it got delayed), and yeah, the level badge is a pain! I'll try to fix that as well. I'm glad you enjoyed it and thanks again.2010-12-22 11:11:00

Author:
Unknown User


Can I ask for a review?
The level I'd like to see reviewed is "The Long Night of Mr. Krom" by xDante95x.
Thank you very much!
2010-12-22 13:00:00

Author:
Dante95
Posts: 504


Wow, I am loving the amount of detail that goes into your critiques =D Would it be to much trouble to critique a LBP2 beta level of mine?

PSN: KyuubisSlave
Level Name: Tech Ball 5000 (2p only!!!!)
2010-12-22 17:42:00

Author:
KyuubisSlave
Posts: 4


I'm not sure if the beta will still be open by the time I get to your level. Plus I am only one person. It may be difficult to play and judge a 2p level.2010-12-23 00:55:00

Author:
DarkDedede
Posts: 672


http://ia.lbp.me/img/bs/fba69b1f279169a89d3127b00f74d5c328f1454d.pngRed Eagle 1: The Hero (http://lbp.me/v/3cs9b) by haredriel (http://lbp.me/u/haredriel)

http://farm6.static.flickr.com/5124/5287109291_23b36d6fb8.jpg
SackNun was eaten by the radio

CATEGORY: Level Series 1/3
DIFFICULTY: Medium
Last Updated: 2 Jul 2010

PRIZES:

In-Level: 6/9
Level Completed Gifts: 2/2
Collected All Gifts: 1
Aced Level Gifts: 1

Summary:

I’m going to be totally honest. This level didn’t thrill me. Seeing as this was the first level of a series, I would hope that it would give a good first impression. Unfortunately it fell short.

The visuals were a bit strange. Some areas were slightly interesting, while others were a bit bland. Another thing that bothered me was how much the magic mouth was used. Now this may be just my opinion, but seeing as this level could be played by people that either can’t read, or can’t read English, I prefer that levels be designed to be a bit more intuitive.

Oh, and the real fly-in-the-ointment for me was right after I beat the boss. I had a lot of trouble trying to jump up to the ledge to reach the exit. I should have be no trouble accomplishing such a simple task.

Strengths:


Boss battle
Checkpoint warp feature

Weaknesses:


Getting stuck after the boss
Backtracking
Over-dependence on magic mouth
Checkpoint warp stickers were not named
Difficult jump after boss

Nitpicks:


Visuals could use some work

http://farm6.static.flickr.com/5125/5287109297_791b44ec67.jpg
Seriously?

Ratings:

Originality: 2/5 ★★

Gameplay/Implementation: 2/5 ★★

Level Design/Communication: *25 ★★

Scenery/Presentation: 2/5 ★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 2/5 ★★

[Level not hearted/Author not hearted]

Suggestions


Some more intuitive design to help guide the player through some of the more confusing parts. I would suggest visual cues, because not all your players are guaranteed to understand English.
Avoid forcing your player to backtrack. I sure hope I’m not the only one that finds this annoying
Make sure the quality of your visuals are consistent throughout your level. It makes for a much more cohesive theme.
If you are going to implement a checkpoint warp system in your level, be sure to name the stickers used at the loading area. That way the player will know which sticker will warp them to which area

http://farm6.static.flickr.com/5003/5287109287_4966a6da93.jpg
Name your stickers!
2010-12-24 08:54:00

Author:
DarkDedede
Posts: 672


i was just checking to see if you had reviewed my level series or not(you have been doing a great job and i cant wait for mine to be done) and i noticed something, you do not have mine listed as a level series, it consists of 3 levels WAKE UP! WAKE UP! WAKE UP! part 1, WAKE UP! WAKE UP! WAKE UP! part 2, and WAKE UP! WAKE UP! WAKE UP! part 3, thanks in advance2010-12-24 22:21:00

Author:
ToborTheRobot
Posts: 29


http://i9.lbp.me/img/bs/g73836-a9974402.pngLITTLE BIG PYRAMID (http://lbp.me/search?q=LITTLE+BIG+PYRAMID&u=gilupl&d=ever&t=trending) by GILUPL (http://lbp.me/u/gilupl)

http://farm6.static.flickr.com/5008/5295201959_c5f371e310.jpg
Caption

CATEGORY: Labyrinth Series
DIFFICULTY: Med-Easy
Last Updated: 27 Dec 2010

PRIZES: N/A

Summary:

This is a labyrinth type level series. Each level has 20 trials, which could be a puzzle, obstacle, or boss fight. So far the series is made of two pyramids. Apparently there’s a third one on the way. There are also warps scattered throughout, so the player can skip to a certain area, if they choose to do so.

These levels have their good and not so good points. For the most part, I’d say that this level is better than average. It’s a very interesting concept, which is a tall order by the idea alone. I can tell that some time and effort went into the scenery and the puzzles. I never noticed myself becoming bored. Each pyramid comes with a good variety of challenges, and they fit the theme very well. There are plenty of things that can and need to be improved, but that all comes with development and experience.

To be honest, the biggest problem I had was the level description. The designer flat out states “This level is made for smart and skill players, please don't play if you're not good enough!” This comes across as extremely arrogant. This may sound a bit harsh, but no one should be making statements like that unless they themselves are “good enough.” Honestly, I don’t think anyone is.

A designer should welcome all players, and should design around different audiences. If more people are able to enjoy your level, I don’t see how that could be considered a bad thing. If a good 90% of your players are not finishing you level, I’d say it would be safer to assume that there is a problem with the design, as oppose to simply writing these people off as “not good enough.” The fact that that many people are either leaving or giving up is simply unacceptable.

At times, navigating got somewhat confusing. At certain parts, I just had no idea which way I was supposed to go. An important element of level design is communication. If the player is having a hard time figuring out what to do, or where to go, then it’s up to the level designer solve the problem. Sure the puzzles can be challenging, but there is a big difference between challenging and poor design. One is fun, and one is frustrating.

Don’t get me wrong. As I have said before, this level does have its good points, and the designer succeeded in implementing a wide variety of different things. However, now it’s time to get these thing to work better and more successfully. The level has potential, but it has a long ways to go before it becomes the “LONG HARD EPIC LEVEL” that it boast in the title.

Strengths:


Lots of puzzles
Interesting aethetic
It actually looks like a pyramid

Weaknesses:


Some puzzles are confusing
Lack of direction
Boss battles are underwheming


Nitpicks:


I don’t like my Sackboy talking to me

http://farm6.static.flickr.com/5123/5295201957_dc8292fc18.jpg
What’s a pyramid without stairs?

Ratings:

Originality: 3/5 ★

Gameplay/Implementation: 3/5 ★

Level Design/Communication: 2/5 ★

Scenery/Presentation: 3/5 ★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 3/5 ★★★

[Levels hearted/Author not hearted]

Suggestions


Consider the wording in your description carefully. I may be one of very few that may be bothered by it (or even noticed it), but you do not want to drive off potential players before they even load up your level. Besides, the level description should actually describe and introduce the level. You want people to get excited to play your level, and just jump in, despite the oncoming challenges.
Try playing other levels that may be similar to yours. Notice what works, and what doesn’t work in their levels. This may help give you some insight in what to avoid, and what to emulate when you are designing your own levels. One level that you may want to look at is Onion Gale by NiKfY. (”http://lbp.me/v/r4b47r” It’s not as puzzle driven as yours, but it is a similar concept.
Visual queues are always helpful. This is a pyramid level. Add some interesting hieroglyphics to give the player hints at what to do, and where to go. Sure you may have to put some thought and effort into designing them, but it would add a nice aesthetic to your level, and give it that much more personality
I can’t help but feel that your puzzles are not executed as well as they could be. The concept is there, but the execution seems to fall short. Something that would make the puzzle more interesting would be adding subtle visual hints, and scrapping the magic mouth hints. I would think that a pyramid would have subtle clues hidden in the hieroglyphics, as opposed to some random grunting magic mouth. Remember, they don’t have to be obvious (I do realize that you want the puzzles to be challenging), but hiding clues into the background scenery would add an extra element to the gameplay.
Once you get LBP2, I want you to redo all of your bosses. They were the weakest element of the level. With the new tools in LBP2, you can design something so much better, and it will be much easier than with LBP1.
I’d reconsider how you implemented your warp feature. I would suggest having a central warp room, and having the ability to travel to and from the warp room. The placement of the warps seem somewhat random, and a central warp room may keep the layout more organized.
Consider using custom image for your level badge. A sticker does not represent your level as well as an in game screenshot. At least I like to think so.
I’m not all that crazy about my sackboy talking to me. It seems to take away some of the authenticity of the experience. You may want to consider designing some sort of pyramid themed host character to introduce each area. A talking sarcophagus would be fun.

http://farm6.static.flickr.com/5125/5295201953_d5d89afa3e.jpg
Treasure
2010-12-25 04:12:00

Author:
DarkDedede
Posts: 672


Thanks DarkDedede, I hope you liked it . I know graphic is not the best but I hope you will understand that because this pyramid is so big and thermo is maxed out very well. Will see , do you care the most about visuals and will you appreciate long various gameplay and original puzzles? Of technical side the level is made very good, there are no bugs and the level is really huge, also some chapters were very difficult to do like: mummy chase. The level would be too hard for some people but I created this level for hardcore players, no for noobs, there are emergency switches and skipping option anyway but when you using them then you will get less points because you can get 100 or more points for every chapter.2010-12-25 09:46:00

Author:
GILUPL
Posts: 102


HEY Dedede! I got a LBPC account!

BTW great reviews. I just wanted to let you know to NOT to expect the full outing of Ultima until Q4 2011 to Q2 2012!

It's gonna take a WHILE!

BUT, if i do episodic releases (like in chapters not as a whole) Is it possible for you to do an ongoing review sort of thing? I'd hate to be a burden, so its ok if thats a no go
2010-12-26 06:40:00

Author:
a_mailbox
Posts: 416


I'm not sure if the beta will still be open by the time I get to your level. Plus I am only one person. It may be difficult to play and judge a 2p level.

I understand that it will take a while xD I'm not to worried bout that, The Level will also still be there even after beta closes, you will just need a copy of LB2 to play it.
2010-12-26 15:26:00

Author:
KyuubisSlave
Posts: 4


Wow. I've just read some of your reviews and now i want to finish the level im working on right away to get it reviewed (and try my luck in being spotlighted too. I really tried my best.)2010-12-26 18:03:00

Author:
Mick'o'Mania
Posts: 83


http://i2.lbp.me/img/bs/6e265f197693aa47ae76c259436640742d0abe37.pngCrazy Canyon (http://lbp.me/v/tcstzy) by grayspence (http://lbp.me/u/grayspence)

http://farm6.static.flickr.com/5202/5278602793_a1478e6688.jpg

CATEGORY: Platformer
DIFFICULTY: Easy-Medium

PRIZES:

Prizes Worth Metioning None of the prizes were named (shame shame)


Summary:

This level is a pleasant romp through the canyons, with plenty of hazards and deathtraps along the way. The level advertises itself as a ?classic platformer,? so don't expect any compelling story. First think you?ll notice is that more effort than average went into the scenery. However, as I have said in previous levels, ?pretty? doesn?t necessarily guarantee good design. Just because this level doesn?t have a story, doesn?t mean that it couldn?t use a good shot of personality. Although a good start, It will take a bit more than dancing cacti for this level to reach the charisma that it could.

Another problem that I had was in the level design itself. The level seem to be abundant in cliche hazards and obstacles that all of us have seen before. For example, there?s the ?DK hazard? and the ?Giant Flaming Wheel Chase Hazard.? Each obstacle seemed to be less and less inspired as the level went on. There is also an abrupt change in music that I found a bit unnecessary.

Please note that these design choices are not necessarily bad. You have to start somewhere, when developing your skills, and having the dedication to finish a level (start to finish) does say a lot. However, moving on from here, you should focus on developing different ways to make sure your levels stand out from all the other ?Crazy Canyons? out there on the LBP servers. Now that you have successfully completed a level, the real challenge begins: becoming a better designer than you were yesterday.

Oh yes, and be sure to name your prizes next time

Strengths:


Effort put into scenery

Weaknesses:


Level seems to lack character
Cliche obstacles and hazards
Grammar & spelling errors
None of the prizes were named (shame shame)

Nitpicks:


Music was slightly irritating
Was the ?Level Complete? prize the same as one of the collectible prizes?
Your sensors are showing

http://farm6.static.flickr.com/5129/5278602783_762f3e91f2.jpg

Ratings:

Originality: 2/5 ★★

Gameplay/Implementation: 2/5 ★★

Level Design/Communication: 2/5 ★★

Scenery/Presentation: 2/5 ★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 2/5 ★★ You?re on the right track. Keep it up

[Level not hearted/Author not hearted]

Suggestions


Be more innovative with your hazard and obstacle designs. Cliche is not an A.
Have something going on in the background throughout your level. It gives the player something to look at while they are navigating your level. Dancing cacti are only so entertaining.
Try to make sure that your theme doesn?t look too similar to someone elses work. There should be something about your work that is unique to you.
Implement some sort of visual cue for how to handle your puzzles and obstacles. They can be very subtle. Any type of hint would be helpful.

http://farm6.static.flickr.com/5121/5278602781_2db425047f.jpg
Hey, I've heard of this place

Hmm... Thanks, but I think you seem to have played the outdated version! All text bubbles were fixed (I think there was only 1) and, though not changed, others have seemed to enjoy the obstacles more than you. Ive gotten many very good reviews and feedback posts, and Yours was the only one that was more to the negative side, so I wondering what mightve gone wrong. Would you mind just playing through the level again (NO review) when you have time, and making sure the level you reviewed is about the same version of my level? None the less, I love critisism, and any suggestions I can get. Thanks for reviewing my level when you had the time, and I will be coming back to get my future levels reviewed whenever I can! Thanks again!
2010-12-26 20:12:00

Author:
grayspence
Posts: 1990


HEY Dedede! I got a LBPC account!

BTW great reviews. I just wanted to let you know to NOT to expect the full outing of Ultima until Q4 2011 to Q2 2012!

It's gonna take a WHILE!

BUT, if i do episodic releases (like in chapters not as a whole) Is it possible for you to do an ongoing review sort of thing? I'd hate to be a burden, so its ok if thats a no go

Sure. It's no burden. I fully understand how long a project like that is going to take. Just let me know when you want me to take a look at your work.
2010-12-26 21:41:00

Author:
DarkDedede
Posts: 672


Hmm... Thanks, but I think you seem to have played the outdated version! All text bubbles were fixed (I think there was only 1) and, though not changed, others have seemed to enjoy the obstacles more than you. Ive gotten many very good reviews and feedback posts, and Yours was the only one that was more to the negative side, so I wondering what mightve gone wrong. Would you mind just playing through the level again (NO review) when you have time, and making sure the level you reviewed is about the same version of my level? None the less, I love critisism, and any suggestions I can get. Thanks for reviewing my level when you had the time, and I will be coming back to get my future levels reviewed whenever I can! Thanks again!

I don't think my review was negative. I also don't think that you should be resting on your laurels and assuming that your design is above improvement. There's nothing wrong with wanting people to be more creative in their designs (and name their prizes).

Anyway, I'm pretty sure I played the correct level, as you only have one published. Also, seeing as you haven't updated the level since September, I really doubt that I played any other version than the one that you have published.
2010-12-27 03:44:00

Author:
DarkDedede
Posts: 672


Thanks DarkDedede for the review. I appreciate that and I respect your opinion but I think giving this level 3 stars is just wrongful. I can see the level was probably too hard for you, how old are you? First think about originality, everyone who reviewed this level he rated originality very high, some players complained about graphic or other things but everyone appreciated originality... why? Because in my 1st PYRAMID every chapter is different and there are 20 of them: bouncing ball or mummy chase are very good made and very original. Also puzzles are very original and explained very well: fatal buttons, three trophies, silent sounds, twisted structures, reflections lights, deadly tombs. "Some puzzles are confusing" - I won't explain you all of them: in silent sounds you have hint: pictures + sounds = key, on every 4 balls you have the pictures: cobra, fire, water and wind, near to every pocket for those balls you can hear sound of: snake, fire, wave and wind. All puzzles are unique and explained. "Lack of direction" - hmm? Near to skipping option you have write "you can start playing from the chapters: 6 or 12 if you like", emergency switches have number of chapter on it, only 1st chapter could be hard but it is call "secret entrance", all the time you can go only one way, there is only 2 splits in the chapters: 13 and 15 but always one door is closed. "Boss battles are underwheming" - before every boss you have hint how to kill him, they are also very original, one time you are shooting stones on the top which are falling on his head, other time you are shooting: between front legs or you are pulling the tongue. "I want you to redo all of your bosses" - after adding even one timber block the thermo is getting red. "I don’t like my Sackboy talking to me" - I wanted to be original, I added a lot of situations jokes, if you don't like or you don't understand my unique storyline you don't but I'm not going change that. "A talking sarcophagus would be fun" - as you can see all jokes are working only with Sackboy, for example: fatal buttons... Sackboy is talking: don't make a mistake, I don't have 7 lives like a cat. 3 stars for gameplay? There is a lot of gameplay, a lot of fun factor, I know you are trying to be very critic for all your reviews but show me 2nd level like that? Show me another long and various level with 40 min gameplay 1st time and with so many original ideas? I can agree with 3 stars for the graphic but 2 stars for the design, that's joke. Sorry . Most players can't finish this level because it is too long or too hard for them, the level is made for hardcore players not for noobs, that's why I wrote "(long hard epic level)" to keep noobs and children away from my level! You can... not agree only with "epic". I didn't want to create level for everyone, I created my level for players who are looking for the chalenges.
Please read what other players thinking about my 1st PYRAMID:
www.littlebigland.com/forum/viewtopic.php?f=42&t=4605
www.littlebigland.com/forum/viewtopic.php?f=11&t=4503
www.lbpcentral.com/forums/showthread.php?39913-Blue-Reviews!-(1-3)
2010-12-27 09:44:00

Author:
GILUPL
Posts: 102


Sorry I added twice .2010-12-27 09:53:00

Author:
GILUPL
Posts: 102


Thanks DarkDedede for the review. I respect your opinion but I think giving this level 3 stars is just wrongful.

I think DarkDedede reviews his levels less leniently than what's usual on LBP. In my opinion, too many four-star and five-star ratings are thrown around to often, and he (/she) probably thinks so too. Therefore, I wouldn't consider 3 stars a bad rating. I'm happy with mine.
2010-12-27 10:28:00

Author:
Unknown User


I think DarkDedede reviews his levels less leniently than what's usual on LBP. In my opinion, too many four-star and five-star ratings are thrown around to often, and he (/she) probably thinks so too. Therefore, I wouldn't consider 3 stars a bad rating. I'm happy with mine.
You right Yessir_23 but check my 1st PYRAMID, this is not small level with standard ideas: push sponge block or catch sponge wheel. There is a lot of unique puzzles what you won't see nowhere else. Also the level is big, huge, massive. In most 5 stars levels you have nice graphic and standard gameplay plus very few... new or really original ideas. My level is very, very various, you will find there: about 8 unique puzzles, 4 "mini" bosses, driving trolley, mummy which is running and trying catch you, bouncing ball what could be used for even one full level and much more. Try create level like that, this was a lot of time hard work and there is a lot of VARIOUS gameplay. Some people told me they don't like very much my PYRAMIDS because they like different style levels but they told me also that my PYRAMIDS would be great levels for people who loves puzzles. Those players appreciated my MASSIVE VARIOUS TRICKY PYRAMIDS even they don't like them so much. There are few comments under my 1st PYRAMID like: "the best level I've ever played" or "the best level I've played so far". I think 4 stars would be fair but 3 stars? That's wrongful! Will see what you will think DarkDedede about my 2nd PYRAMID (again 20 VARIOUS chapters)? I can see you've played already but you got very little points like in 1st one. That's mean those pyramids are too hard for you or you don't read info because there is a lot of bubbles in last chapter? You shouldn't be very critic for levels because they are too hard for you or you have a problem with smart puzzles. Your review made me tired, you wrote the most about bad things in my level, it seems like that's bad level... because my description or "(long hard epic level)" makes you angry? I don't know I will ever finish my 3rd PYRAMID, I can see it is no worth create various levels with a lot of ideas and unique puzzles because only very few people will appreciate that. Better is creating small or medium size level with very nice graphic and simple gameplay and one boss on the back. For 2nd PYRAMID you will give also 3 stars? Main design is the same. Storyline is the same type. Emargency switches are made the same way. There are again "20 various chapters", new original ideas and unique puzzles. So... 2nd PYRAMID is also worth 3 stars .
2010-12-27 11:03:00

Author:
GILUPL
Posts: 102


I don't think my review was negative. I also don't think that you should be resting on your laurels and assuming that your design is above improvement. There's nothing wrong with wanting people to be more creative in their designs (and name their prizes).

Anyway, I'm pretty sure I played the correct level, as you only have one published. Also, seeing as you haven't updated the level since September, I really doubt that I played any other version than the one that you have published.

Im not doubting the review at all. Im just wondering how you seemed to have found some of the bugs I thought I fixed in the previous patches! Ill See if I can get some better gameplay in on my next level ;D
2010-12-27 15:33:00

Author:
grayspence
Posts: 1990


Im not doubting the review at all. Im just wondering how you seemed to have found some of the bugs I thought I fixed in the previous patches! Ill See if I can get some better gameplay in on my next level ;D

The first speech bubble has punctuation and spelling errors. Plus, your prizes are named "Some kind of object." All of these presentation problems are easily fixed. However, whether or not you decide to fix them is your choice.
2010-12-27 18:42:00

Author:
DarkDedede
Posts: 672


I think DarkDedede reviews his levels less leniently than what's usual on LBP. In my opinion, too many four-star and five-star ratings are thrown around to often, and he (/she) probably thinks so too. Therefore, I wouldn't consider 3 stars a bad rating. I'm happy with mine.

Exactly. If you're looking for a tongue bath or a ticker tape parade, you've come to the wrong reviewer.

It would seem that you are new to the concept of design. What I gave you was called "constructive criticism." It's purpose is basically to give the designer something to chew on, and give them ideas on how their design could be more successful. You don't need to get so defensive, as it is just my opinion. Of course, if you feel that your designs are above improvement, then I suppose that's your right.

Another point that you seem to be missing is that you think that just because people are having trouble with your puzzles, that your puzzles are difficult or challenging. Too often I find that these community level designers use that as an excuse to cover up the flaws in their design. Your concepts are good. However, I feel that they could be improved that much more. You would definitely want to keep the challenge part, obviously, but these concepts could be executed so that your players have more fun doing it.

Basically I'm saying you need to be creative with your designs. As an example, I've seen the mummy chase in many other levels, all you pretty much did to make it "unique" was switch the flaming circle with a mummy (see: Crazy Canyons by grayspence (http://lbp.me/v/tcstzy)). I don't think it's wrong to expect more from the levels I review.

Now as for the ratings, I'm not going to give out any 4+ star rating unless I feel the level deserves it. Honestly, I think the graphics are the strong point of the level. There's also more to the design your level than simply making the challenges "difficult." I really didn't find your challenges that challenging (or engaging), which is why I suggested being more creative in their execution. There is a monumental difference between levels that work, work well, and those that work better. In my opinion, your level has much more potential than you seem to realize. If your level could be improved, then you should improve it. If you run into a road block, then think of a smarter way around the problem. If the solution calls for a total redesign, then you shouldn't exclude that as an option. The players shouldn't be the only ones that you challenge with your designs. Remember, you are designing for the player, not to satisfy your own ego.

It's a shame that you'd rather make excuses, rather than thinking of ways to improve yourself. You should be more worried about being a better designer than you were yesterday, and stop expecting to get a ticker tape parade from every person that looks at your work. Just because other people have a different set of standards that I do, doesn't mean that my opinion is invalid. The rating should really be viewed as a formality, anyways.

I would also point out that the fact that I put the time and effort to give you more than twice as much feedback as I did in most of my other reviews. This should give you some idea of how highly I thought of your concept. I would like to think that any amateur designer would welcome all the constructive feedback they could get. Of course, I suppose feedback wasn't what you were interested in. Oh well. Hopefully, someone else could gain some insight from the feedback that you seem to be too good for.
2010-12-27 19:47:00

Author:
DarkDedede
Posts: 672


Don't be offend DarkDedede , I really appreciate your opinion and thank you for the time what you spend to play my level and write this review. I'm sad because your review is full of criticism, you wrote a lot about bad things and you didn't appreciated good things enough. Thanks for your nitpicks but as you know what you like doesn't mean that everyone will like too. Everyone is different, you wrote change this or that but some of your nitpicks can make my level worse for some players. You wrote a lot about small things: my description and "(long hard epic level)", like I wrote before I wanted to keep noobs and children away from my level, I didn't wrote in description "don't play if you are noob", I wanted to be nice so I wrote "this level is made for smart and skill players so please don't play if you are not good enough" - is that wrong? Did I write something bad?
About graphic: as you can see level is really huge so you should understand that, my thermo is full, I can't add anything else, I choice this way because I wanted to be original. I could share my 2 PYRAMIDS and I could do 4 of them and then I would be able to add a lot of decorations but I don't want to do that. I made long adventures with various gameplay, do I have to create levels like everyone, I mean medium size level with nice graphic, can I be different?
About design: you shouldn't use emergency switches at all, they are just nice touch, you can use some of them for skip one chapter and all the hardest chapter have them, also I added few emergency switches as teleport so you can get faster for example: from chapter 10 to 15. The level is big and everything work good, this is no big labyrinth so you should know where you should go, the most time you can go only one way, I don't know why you had a problem with the directions?
About storyline: you ask me again to do something like everyone, why I have to add sarcophagus or something what will talk to you? Once again I wanted to be original so Sackboy is talking to you. Look at Uncharted, sometimes Drake is talking with himself.
Final touch: from technical side the level is made very well, probably you won't find any glitches and bugs there. That's big success because level is massive and various. This cost me a lot of work and tests. I would like see what do you think about my 2nd PYRAMID but probably nothing good because you didn't like my 1st PYRAMID. I think you won't like also my CONNECT FOUR... why? Because I called my level: "BEST CREATED" CONNECT FOUR .
2010-12-27 21:41:00

Author:
GILUPL
Posts: 102


Not to rush you Dark, but when do you think you will get to my level? (It's at around 8 or 7 right now)

Once again, not trying to rush you, but it would be nice to know a rough estimate!

Thanks in advance!
2010-12-27 22:04:00

Author:
Tomeh999
Posts: 763


OOH! Mine's next! That means I'll soon Have someing to do on LBP ( i keep running out of ideas and thins to do, so i end up just running around on blank levels or hitting the quic pl thing and ending up in one of those weird, dumb, or just plain BAD levels. I never seem to hit the good ones. ) I will be working on improving the level once I know what should be fixed. THANKS in advance.2010-12-27 22:23:00

Author:
flamesterart
Posts: 585


Well I see that you are still totally missing the point. You do know what "constructive criticism" is, yes?

Anyways, I think I've spent enough time explaining myself. Like I said before, stop wasting your energy with excuses, as they are just that, excuses. The only person you're going to end up fooling is yourself.

Moving on, ideally, I should get to Tomeh's review by the end of the week. Probably sooner, since I don't usually review level series consecutively, due to the amount of time I need invest in them.
2010-12-27 22:32:00

Author:
DarkDedede
Posts: 672


Ok DarkDedede, I won't bother you anymore . Sorry if I made you unhappy and thanks for your time, I really appreciate your work what you are doing. Up to you if you still want to review my other 2 levels, if you don't that's no problem. I checked all your topic and I can see that you are very critic because any level from your review list didn't get more as 3 stars. That's mean for me that my 1st PYRAMID wasn't that bad . Thanks anyway.2010-12-27 23:38:00

Author:
GILUPL
Posts: 102


A week! Yay! It's so close I could eat it...
/Drool
/Sees puppy
Om nom nom!
2010-12-27 23:56:00

Author:
Tomeh999
Posts: 763


Ok DarkDedede, I won't bother you anymore . Sorry if I made you unhappy and thanks for your time, I really appreciate your work what you are doing. Up to you if you still want to review my other 2 levels, if you don't that's no problem. I checked all your topic and I can see that you are very critic because any level from your review list didn't get more as 3 stars. That's mean for me that my 1st PYRAMID wasn't that bad . Thanks anyway.

If there is anything you should take away from this review is that you should not believe your own hype. No matter how good you think that you may be, you are neither perfect nor above improvement. You have had too many people telling you so many good things. I feel that they have done you a great disservice. You seem to have convinced yourself that your level is the best that it could be, to the point that you actually believe that you are above any criticism. Apparently, you believe that anyone that has trouble with your level is incompetent. If you are too arrogant to see (or admit) the flaws in your design, then I feel sorry for you.
2010-12-29 04:05:00

Author:
DarkDedede
Posts: 672


http://ie.lbp.me/img/bs/36ef1172ed56101c2777c4b4b75f5cd1dc1fec7d.pngParake e Isle (Level Series) (http://lbp.me/search?q=Parakee&u=flamesterart&d=ever&t=trending) by flamesterart (http://lbp.me/u/flamesterart)

http://farm6.static.flickr.com/5009/5310299287_3827cf6818.jpg
Welcome to the Island (where nobody goes)

CATEGORY: Story
DIFFICULTY: Simple
Last Updated: 29 Dec 2010

PRIZES: N/A

Summary:

This is a level series in a tropical resort. It is a pleasant romp, but there really isn’t much of anything to set it apart from the rest of the pleasant romps of LBP. The concept does have potential, and there are a couple interesting things here and there. However, the weak visuals do tend to get in the way of the overall experience. Much more development is needed, which isn’t necessarily a bad thing. From what I understand, the designer was looking for ways to improve. So let’s get to the suggestions.

Strengths:


Decorated score bubbles
Custom masthead

Weaknesses:


Sackboy cutout characters
Blue background
Long boring lift ride
Grammar errors
Zip-line wouldn’t work
Grabbable floors

Nitpicks:


Your sensors are showing
Dumping all of the keys at the beginning is annoying.

http://farm6.static.flickr.com/5243/5310299291_b8e38794df.jpg
No go

Ratings:

Originality: 2/5 ★

Gameplay/Implementation: 2/5 ★

Level Design/Communication: 1/5 ★

Scenery/Presentation: 1/5 ★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 2/5 ★★ Keep working at it.
[Level not hearted/Author not hearted]

Suggestions


I’m sure even you realize that your visuals need work. If you are having trouble coming up with ideas, a bit of research would not hurt. Sources like Google Images, Corbis, or Flickr can give you some ideas on how to make your visuals fit your theme better.
I am not a fan of the default blue background. Even if you changed it slightly, it would show that you took that element of the design into consideration. You may also consider using a MM designed background. I’m sure there are a couple tropical types to choose from.
Try to work on designing your own characters. Even if you aren’t the best at it (no one is) it’s better to start now. Eventually you’ll gain more and more experience and your creations will look better and better.
Continue to push yourself with the scenery. Your levels seemed somewhat barren. Keep pushing yourself and developing your skills by building new things.
There were long instances where pretty much nothing happened between events. Either make these transitions shorter, or developed the visuals to keep the user entertained. It is important that the player stay engaged in the level as much as possible.
Be more creative how you decorate and place the score bubbles. You should do something a bit more interesting than just randomly scattering them throughout the level.


http://farm6.static.flickr.com/5249/5310299295_dd57fd1c46.jpg
2010-12-29 07:30:00

Author:
DarkDedede
Posts: 672


If there is anything you should take away from this review is that you should not believe your own hype. No matter how good you think that you may be, you are neither perfect nor above improvement. You have had too many people telling you so many good things. I feel that they have done you a great disservice. You seem to have convinced yourself that your level is the best that it could be, to the point that you actually believe that you are above any criticism. Apparently, you believe that anyone that has trouble with your level is incompetent. If you are too arrogant to see (or admit) the flaws in your design, then I feel sorry for you.
It is not like that. I'm not arrogant and I respect any criticism. My PYRAMIDS are peculiar levels, people are rating them from 1 to 5 stars. Is it something bad if I don't agree with some of your criticism? I agree with the most what you wrote but not with all. You could give 2 stars for scenery and I would understand that because graphic is not the best, you know thermo is full and getting red after adding even one thing. So I agree with your opinion about graphic. I understand that you don't like storyline, you like different type but I chose " Sackboy talking to you" and "situations jokes". I can even agree with 2 stars for design, I understand that you filled lost when you played, emergency switches could be made better and explained more clear. I agree with adding some stickers (hieroglyphs) near to hints for puzzles, that would be nice touch. I just not agree with 3 stars for gameplay and originality because 1st PYRAMID (also 2nd) is full of various gameplay, you will find there elements of skill, unique puzzles, some bosses, bouncing ball, mummy chase and much more. Please don't be offend and understand that someone can critic your review also, you can critic levels, people can critic your reviews. You don't like my 1st PYRAMID, that's ok, just let you know and you don't have to care... this level was very, very difficult to do, maybe you didn't fill like that because you just played. If you not agree with "hard and epic" I respect that but I hope you agree with "long and various"? Those 2 words make level very hard to create and those 2 words take a lot of time. Please don't try learn my that I'm wrong or I'm arrogant, I just wrote my opinion. I never told that my PYRAMIDS are worth 5 stars, I never told that I'm the best. I call only one my level: "BEST CREATED" CONNECT FOUR because I've checked all connect four levels in LBP, when I will find one... more professional made then I will change that name of my level. I can show you my levels in create mode if you like so you can see how big and complicated they are? Please respect my opinion and don't call me arrogant or something, I don't call you like that and I don't tell you that you are bad reviewer. I just wrote what I'm thinking .
2010-12-29 13:09:00

Author:
GILUPL
Posts: 102


Fair enough. I suppose I took it a bit personally, and I do apologize.

Now, you should know that I completely understand that your level took a long time to build. Actually, of all the levels that I have reviewed so far, yous is one of the levels that has impressed me the most. This is the main reason why I feel that the it can and should be improved. It's not that I am saying that your choices are wrong, or that your efforts were in vain. I'm just giving suggestions of how I feel that your design could be improved. If you can think of a more successful idea, other than leaving it the way it is, then more power to you. You also shouldn't be against improving your level simply because what's already there took you a long time. You also shouldn't be so attached to your work, especially if you can think of a more successful way to execute the same idea.

I never intended for a 3 star rating to be a bad thing, it's just my way of letting you know how much potential your level does have. I truly do believe that your level is worth all of the work that you put into it.
2010-12-30 07:58:00

Author:
DarkDedede
Posts: 672


You were right with few things (not all ). I've changed main description and description in the 1st chapter. I agree they weren't nice so I made them friendly now. I've changed also "sub-name" for "(complex puzzler)" which fit better for my levels. Thanks for that . I will change few other things later because I'm very busy now. I want to finish my 3rd PYRAMID and I don't have finish even half yet. I want to make 3rd part much more various as other parts and I will try add new unique puzzles, I hope much more original. That will take a lot of time but 3rd part will be my last one... so those (3) PYRAMIDS will be one big trilogy. Thanks for your good advices, I will keep on eye them .2010-12-30 19:39:00

Author:
GILUPL
Posts: 102


Yay my review is next!2010-12-31 23:38:00

Author:
Tomeh999
Posts: 763


http://ib.lbp.me/img/bs/16bee0bb1034eda77f925e97091ed08a68e06dd3.pngHUD Beta Test (http://lbp.me/v/tv8s4z) by Tomeh-The-Jedi (http://lbp.me/u/Tomeh-The-Jedi)

http://farm6.static.flickr.com/5165/5311036538_532a29af12.jpg

CATEGORY: Demo
DIFFICULTY: Simple
Last Updated:

PRIZES: N/A

Summary:

This level is basically a demo, for a feature, that could be implemented into a level. There really isn’t much to say about it, as the feature has yet to be given a purpose. I will say that it is impressive that this was implemented in LBP1. However, when it comes to interfaces, it doesn’t matter how well it works. What is most important is how well it is used (as intended).

My biggest problem is that the entire interface is dependant on the use of a sticker. This would cause many potential problems if this feature was used in actual gameplay. Then there’s the problem that the stickers stay where they are applied. This would allow the player to make a complete mess all over the HUD. It is important to keep the interface user friendly, and make sure the player isn’t it’s own worst enemy. The last thing you want is for your design to be broken so easily.

All in all, a valiant undertaking. However, it may be a better idea to focus your efforts on LBP2. If you can get this to work in LBP, you should have no problem getting something to work better in LBP2.
Strengths:


It does works

Weaknesses:


Too much to read at once
Sticker based interface
Sword is difficult to control
Not user friendly

Ratings:

Originality: 3/5 ★

Gameplay/Implementation: 2/5 ★

Level Design/Communication: 1/5 ★

Scenery/Presentation: 1/5 ★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 2/5 ★★

[Level not hearted/Author not hearted]

Suggestions


When you’re giving directions via the magic mouth, try to keep the information to bite sized pieces. Too much information will overwhelm the reader. I would recommend not exceeding 3 lines at a time. You can also connect multiple magic mouths to one sensor so they read in sequence.
Make sure that the magic mouths that no longer contain relevant information are deactivated, so the user can read the ones that are still relevant without confustion
If you are going to refer to an area of the HUD via the magic mouth, it would be helpful to change the camera to focus on that area.
Even if you don’t want to spend too much time on visuals in your demo, a lack of visuals will still affect the presentation. A few visual tweaks wouldn’t hurt, and would help to make the demo look more interesting. Even if the floor color was a different from the wall, the extra contrast would help make things appear less dull.
I hope that you are planning on purchasing LBP2, because your efforts would be much more successful with the tools that come with the game.

http://farm6.static.flickr.com/5201/5311036540_7bc9d408a1.jpg
I made a mess.
2010-12-31 23:43:00

Author:
DarkDedede
Posts: 672


Thanks for the review, and I completely understand. One thing I don't completely agree on though is the fact that the sticker can ruin the design. Rather then tell the players to use the sticker close to an area, I siad they must place the White Sticker, on the White Area. If I were to fix that I would have to wait until LBP 2.

Anyway I have to say ROFL @ the "I made a mess" picture, it's kinda funny.

I've also had feedback like this before, except the time before this, it was a bit blunt. I was showing off my logic skills and the person said - "This sucks because it was made in LBP 1"


Edit:
Would you accept another review?

Also, you don't have to use those mini level button pics. there is the new feature on the site where you just put
around the lbp.me level link
Hoppe it helps
2011-01-01 17:31:00

Author:
Tomeh999
Posts: 763


Like I said before, it doesn't "suck" because it was made in LBP1. Actually it is quite impressive with what you were able to do in the game. I just feel that the design isn't as successful as it could be with what you are provided with this version of the game.

The problem that I have with the stickers is that the feature isn't the most intuitive choice for an interface. Anyone that either misses your instruction, or isn't able to read English, won't immediately understand that the sticker tool is needed to work the interface. Plus, the sticker tool is very slow. It's like using your computer mouse at its slowest setting. Were this interface implemented in an actual battle, I really don't see the player being able to get to the buttons fast enough to be effective. Of course this is all really hypothetical, as your interface has yet to be implemented or tested in an actual level. I hope that once you attempt to implement this interface into an actual level, you start to see the potential usability problems yourself.

What many amateur designers fail to realize is that they are designing their level/interface/etc to be used by other people. Just because the their design works, and they see not problem with it, they feel that everyone else should feel the same. Obviously, this is not always the case. Of course it's no surprise that the person designing the interface would have no trouble with it. They are the one that designed it, after all. It's really not a matter of how well it works, but how well it is used, by users other than yourself.

Anyways, if you have another request, you are more than welcome to make one. My only rule is one request in the queue, per person, at a time. If you give me a list of levels, I get to pick which one to review.

By the way, do you plan on getting LBP2?
2011-01-01 20:03:00

Author:
DarkDedede
Posts: 672


Yes I do plan on LBP 2, and I didn't say that my level sucks, somebody else did, but I said that the reasoning is similar. And I know the sticker interface is slow, but I have no other way until LBP 2.

Also, did you miss out on the try to use
So that you don't have to make small pictures of the buttons?

Anyway I would like you to review my:
Colour Brawl (2-4 Player) Beta (http://lbp.me/v/syr11p)
But only if you CAN get others to play with you.
You also need a key from my Key Room the code is:
Pink, Green, Red, Yellow, Blue
2011-01-01 20:17:00

Author:
Tomeh999
Posts: 763


No I saw that, but it takes up too much space.

Plus I can't seem to get it to work anyways.

Thanks, though.
2011-01-02 04:09:00

Author:
DarkDedede
Posts: 672


http://i0.lbp.me/img/bs/c10c4c5158e288e4b44aace2c00b57eb65b5617c.pngWAKE UP! WAKE UP! (http://lbp.me/search?q=WAKE+UP!+WAKE+UP!&u=ToborTheRobot&d=ever&t=trending) by ToborTheRobot (http://lbp.me/u/ToborTheRobot)

http://farm6.static.flickr.com/5162/5315285546_75dc6d5db5.jpg

CATEGORY: Story (Level Series)
DIFFICULTY: Meduium
Last Updated: 24 Dec 2010

PRIZES:

Make sure they are all named (please).

Summary:

The was a pleasant romp. Your character is basically stuck in the dream world, and we?ve all been stuck in the dream world before. The visuals were a bit basic, as well as the characters designs, but that always gets better with experience. The one main promblem that I had was that with each level, the design seemed to get more and more rushed.

Strengths:


Boss battles

Weaknesses:


Default blue background
Dying after respawn, during boss battles
Grammar errors.
Some prizes weren?t named (third level)
Third level seems rushed.

Nitpicks:


Getting killed, immediately after respawning, during boss battles annoys me.

http://farm6.static.flickr.com/5088/5315285548_c5953f8df5.jpg
Boo!

Ratings:

Originality: 3/5 ★★★

Gameplay/Implementation: 2/5 ★★

Level Design/Communication: 2/5 ★★

Scenery/Presentation: 2/5 ★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 2/5 ★★

[Level not hearted/Author not hearted]

Suggestions


Make sure you give the reader enough time to read during your cut-scenes. At certain points, the text moves very quickly
Keep pushing yourself to be more creative with the bosses. The one?s in your levels were somewhat basic. I know we all have to start somewhere, but keep challenging yourself to be more creative with your designs.
When you are designing you bosses, make sure that the player respawns in an area so that they aren?t immediately killed.
For the second boss, I would swap the gas colors. Especially with the camer angle, the blue gas is hard to see, which makes it hard to avoid. Purple gas would stand out from the background much better.
Keep developing your character designs. The characters in these levels were very basic.
Make sure that all of the levels just as much work put into them. The amount of love that goes into each level should stay consistent. You shouldn?t finish a level series just to get it finished. Each level in the series should fit in with the group, as well as compliment the others. If there is a proverbial fly-in-the-ointment, then there is a problem.


http://farm6.static.flickr.com/5244/5315285552_65f87b110e.jpg
2011-01-02 04:23:00

Author:
DarkDedede
Posts: 672


hey darkdedede,
I love your reviews, I'm a reviewer myself
I was wondering if you could review my level,

PSN: this_is_life92
LEVEL TITLE: everyday platformer

http://i4.lbp.me/img/bm/b0407c5ce738ce16f3191ddfafe349d88ca2fb61.png (http://lbp.me/v/vjfpwk)
click the badge for the lbp.me link
2011-01-02 05:04:00

Author:
Unknown User


I didn't see my Colour Brawl in your queue list
Does that mean you won't be able to due to multiplayer only?
2011-01-02 17:00:00

Author:
Tomeh999
Posts: 763


Awesome DarkDedede! thanks for the review! i am going to have to reall work on that first one, work on getting back some of the thermo, so that i can fix a few problems. I will probably replace the cut-out characters once lbp2 comes out, because i tried making some characters, but they were either too simple, or too complicated, so, it didn't exactly work... and i was wondering, did you think that i did a good job decorating the forest-like area in the second level? I will definately work on the zipline, ( it works... but every so often, it messes up.. ill have to figure out how to fix it. ) i will speed up the lift, and will try to fill in the blank areas... but on the first level i am running low on thermo. Some of the problems may have to wait until lbp2 comes out to be fixed ( including teh characters. ) Thanks!

Now, i have another level i would like reviewed.
http://i9.lbp.me/img/bm/50911ec56030ef07ee01522a9da5830b89053cb5.png (http://lbp.me/v/v1b69w)
Santa's slaed ride! PSN: flamesterart It's a simple sledding level, with a christmassy theme, which has a few free prizes at the end.

Thanks in advance.
(http://lbp.me/v/v1b69w)
2011-01-02 20:19:00

Author:
flamesterart
Posts: 585


OH MY GOD YOUR A DUDE???? I seriously thought you were a chick this whole time. The whole nun thing and your name having Dedede in it. (I thought De De in Dexter's Lab, but then I realized Dedede, like in Kirby)

Anyways, now that your mad at me... Are you? I hope not.

Could you review my lvl Shade?

PSN: Cryogen00

Name: Shade (Smart players only)
-Am changing the title later to just Shade, but due to complications with internet....-

https://lbpcentral.lbp-hub.com/index.php?t=42779-Shade-A-Series-In-The-Making&p=723602


I am trying to find out all problems with this lvl before I go hard core on its sequel.

Thank You,

Cryogen <(^w^<)
2011-01-05 09:46:00

Author:
Devious_Oatmeal
Posts: 1799


OH MY GOD YOUR A DUDE????

That I am

SackNun is just a character that I created. She's basically the patron saint of nitpicks.

Anyways, just wanted to let you all know that school has started up again. Review production shall be a bit slower than it has been for the past couple weeks.

Also, if I missed any posted request, please let me know.
2011-01-05 21:11:00

Author:
DarkDedede
Posts: 672


Hey Dark, just to let you know, my Colour Brawl is not locked anymore!2011-01-08 00:30:00

Author:
Tomeh999
Posts: 763


Do you accept Music levels for review? If so, i have One of such levels, that i'd love to be reviewed
The piece of music is The Imperial March by John Williams, arranged for Piano. I chose this particular piece because it's structure works within LBP1's limitations (in regard to note duration).

http://lbp.me/v/wex1v4/info

Level-- Darth Vader music. (Music level)

PSN-- sellfcon
2011-01-09 05:32:00

Author:
sellfcon
Posts: 79


I updated the Wake Up! Wake Up! review.

Also, from now on, I will be playing the levels that I review on LBP2. Therefore, I am obviously taking review requests for LBP2 levels.
2011-01-21 20:32:00

Author:
DarkDedede
Posts: 672


thanks for the review, and believe it or not, as terrible as it looks thats my best work so far, i dont have the aesthetic imagination to decorate. i actualy spent 2-3 months of playtime on each level in the series. the grammer i knew was a problem. i was waiting for the review to fix everything, also may i know which prize is unamed? i though i got them all. thanks so much though your critsm is greatly appreciated and just shows what i need to improve on2011-01-22 02:14:00

Author:
ToborTheRobot
Posts: 29


also may i know which prize is unamed? i though i got them all.

I'm pretty sure it was the prizes in the third level. I didn't see a problem with the prizes in the other two.
2011-01-22 07:06:00

Author:
DarkDedede
Posts: 672


Also, from now on, I will be playing the levels that I review on LBP2.

The lighting in my level was completely thrown off in LBP2, it's too saturated in areas and too dark in others. Will you take that into account while playing?
2011-01-23 08:19:00

Author:
booXely
Posts: 654


The lighting in my level was completely thrown off in LBP2, it's too saturated in areas and too dark in others. Will you take that into account while playing?

Probably not. Of course, I can't really make say anything for certain until I play the level. I'm actually interested in seeing the difference now.

Is the change really that drastic?
2011-01-23 19:37:00

Author:
DarkDedede
Posts: 672


It's a very noticeable difference, some parts have no light at all, and some parts are extremely over saturated.2011-01-23 21:22:00

Author:
booXely
Posts: 654


I have noticed a HUGE difference from the colors of LBP to LBP 2. It's not your eyes Bookely nor is it your TV. I was shocked at the difference.2011-01-24 04:30:00

Author:
John82wa
Posts: 221


Hi there; I've been working on a level for a while, and i'd be glad if it was reviewed

An Average Adventure: 1st Discovery

LBP.ME link; http://lbp.me/p/xtf0q2
F4F Link; https://lbpcentral.lbp-hub.com/index.php?t=45071-An-Average-Adventure-1st-discovery

Hope you enjoy it!
2011-01-24 07:22:00

Author:
Mick'o'Mania
Posts: 83


Hello everyone, just wanted to let you all know that I haven't forgotten about you (again). Schools been a bit nutty, and my schedule is just crap this term. I'll try to make some time to work on the request queue, but I can't make any promises.

Anywho, on an interface related note, I might as well give you something to chew on, while I'm away. If anyone wants an interesting read on usability, I'd recommend Don't Make Me Think (http://www.amazon.com/Dont-Make-Me-Think-Usability/dp/0321344758/) by Steve Krug. You can search it on Amazon, and read through the first couple chapters. They're very short, but informative.

Sure it's not exactly level design related, but Usability is Usability. At least I like to think of it like that.
2011-02-03 05:32:00

Author:
DarkDedede
Posts: 672


would really appreciate a review on my newest / first LBP2 level.

PSN: Ham_salad
Title: Zompocolypse: Life After Z-Day.
Link: http://lbp.me/v/xdb8kq
LBPC Level Thread: http://www.lbpcentral.com/forums/sho...fe-After-Z-Day

If you wouldn't mind posting the review in my thread that would be great, otherwise I could just copy it myself.
2011-02-06 21:15:00

Author:
Hamsalad
Posts: 2551


So I noticed that my old reviews, over at the Workshop, seem to have been made unreadable, due to the background being white. I'm going to start converting them, and moving them over to this thread.

Of course, I'm also going to be working on the review queue as well. Again, I apologize for not getting to any reviews for such a long time.
2011-02-23 05:56:00

Author:
DarkDedede
Posts: 672


http://i2.lbp.me/img/bs/952eb1ccb2f9387c9769a6f4be1e5e8aae5f5c8c.pngPrison Escape (Part 1) (http://lbp.me/v/22zrn) by Echaru (http://lbp.me/u/Echaru)


Review Redux Originally Posted: 16 May, 2010 (http://forums.littlebigworkshop.com/t5/PS3-Promotion-Zone/The-LittleBIGReviewers-Everything-in-One-TEMPORARILY-CLOSED/m-p/252648#M35734)


http://farm4.static.flickr.com/3385/4614263086_9f7768cf4f_o.jpg


CATEGORY: Story
DIFFICULTY: Medium
Last Updated: 8 Feb, 2010

PRIZES: N/A

Summary:

Just as the initial request stated, this level is very basic, both in concept and design. You start off in a prison, and you have to escape. There are two main problems with this level: Visual Aesthetics, and Execution of Design.

It's unfortunate that as the level starts, I happen to run into one of my top design pet peeves for LBP. All of the NPCs are sackboy cutout shapes. If that's not enough, the only thing attached to each NPC are just two eyes and a mouth. Now I always prefer an originally designed character to a sackboy cutout anyday. However, if you really want to use the sackboy shape for your NPCs, you should at least dress him in some sort of prison uniform. I would suggest either a orange jumpsuit, or the classic striped uniform. Even putting a small ammount of effort into your characters significantly increases the player experience.

Similar to the problem that I had with the the NPCs, the entire level itself seemed very bare. Majority of the level seemed to be made from the same material. A few more colors added to level, and a bit more decoration will make the level much more visually engaging. Having a visually interesting setting will keep the player interested, and will keep them wanting to see more of your level.

Now another problem that I had with the level was overall level flow. Now when I first stared the level, it was somewhat difficult to figure out what to do next. Even at the start there was no mention on what to do. Not too many people are going to bother to finish you level, if they are going to be stumped at the very beginning. I would suggest having your Prisoner friend NPC give you hints on what to do at the more confusing areas of the levels. Something like "The gates closed. We're going to have to find a way to bust through it."


Strengths:


Solid design (work needed on execution)

Weaknesses:


Problems with execution of design.
Lack of personality
Level not visually engaging
Level flow is confusing


Nitpicks:


No visual or text based clues on what to do next.
Bomb at beginning doesn't respawn if player messes up
NPC at beginning not glued down
Fourth pasword input if somewhat covered by stairs to lever
Camera angles at electric an laser hazards are hard to see.
Hazards sometimes too frustrating.
No characters to help drive the story.
Low contrast between materials.
Cheap traps are annoying
Trees at the end not glued down.


http://farm5.static.flickr.com/4008/4614263016_629296d67f_o.jpg


Ratings:

Originality: 1/5 ★

Gameplay/Implementation: 1/5 ★

Level Design/Communication: 2/5 ★

Scenery/Presentation: 1/5 ★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 1/5 ★

[Level not hearted/Author not hearted]

Suggestions

Now I understand that this is your first level. We all have to start somewhere. However, you're going to have to keep in mind that keeping the player engaged is just as important as having a solid level design. Not everyone is going to play your level multiple times, or even restart the level after they fail to use the bomb in the correct place. Now I can tell that you put a lot of thought and effort into constructing your level, but some parts of your level just could have been executed better. Now I could have given a whole lot more feedback, but I think it would be more beneficial if you focused on giving your creations a bit more personality. I'd be happy to look your level over again if you decide to make some improvements.

Anyways, keep at it, and keep getting better.

http://farm4.static.flickr.com/3392/4613645365_6c308e3503_o.jpg
2011-02-23 06:28:00

Author:
DarkDedede
Posts: 672


PSN: Valmassoi

LBP.me: http://lbp.me/v/x4q412

Type of level: Score Challenge

Thanks
2011-02-23 11:38:00

Author:
anoken
Posts: 1654


LITTLE MARIO PLANET: World 1-Ghost House
LBP.me: http://lbp.me/v/xstsr6
PSN ID: RedLace

I look forward to hearing your thoughts and suggestions!
2011-02-23 20:27:00

Author:
Unknown User


I would like you to review my level

Turtle vs The Volcanohttp://lbp.me/v/xx086c

PSN:AceMcMann

No rush... take care of your schoolwork.
2011-02-24 02:51:00

Author:
Ace29
Posts: 132


G'day DarkDeDeDe,

My name is Thunderbolt444. I have 2 levels I would like to be reviewed;

1. Football Kick (http://lbp.me/v/wy-ygr)
2. Zombie Horde: Single Player Beta (http://lbp.me/v/xr7pth)

Only do two levels if you can; I don't want you doing more than you want to. If you can only do one, I would like Football Kick reviewed over Zombie Horde.

Thanks for this; it is much appreciated.
2011-02-26 00:47:00

Author:
Unknown User


PSN: AngelGozen

Name of lvl: Little Big Planet origins (Movie)

Link to your LBP.me of said lvl: In my signature XD
Aswell as the thread ^_^
2011-02-26 20:25:00

Author:
Angelgozen
Posts: 286


I wouldn't mind a good reviewing, whenever you get the chance ^^

The "How to Play" section has a few tips, if needed.

Name of Level: Defend the Castle! (Point'n'Click-Styled Survival)

LBP.Me Link: http://lbp.me/v/xvwk6j
2011-02-27 01:16:00

Author:
Unknown User


Just finished up a level, 0 plays so far. Meh, I only worked on it for 5 months, no biggie, not like i care. lol.
PSN: liamdaniels
level: Calamity Cavemen Chronicles PT2 (Benjaz co-creator)
^no need to play the first one, thanks.
2011-02-27 20:27:00

Author:
liamdaniels
Posts: 85


Sackboy Crusoe Precious Little Life (Funny Movie)

http://lbp.me/v/x5rsxn

____

Hi!
I've released a funny movie, the parody of Robinson Crusoe VS a Crazy/Lazy Shark!
I'd like the review that deserves, fair and square!

The language available is ENGLISH.
____

Sorry for the bad english, I'm Italian. :star:
2011-03-01 00:04:00

Author:
Unknown User


Mate, you wrote on your "levels currently being reviewed" bit that you are only reviewing "Zombie Horde: Single Player Beta. I requested two reviews; however, seeing as you can't do two (I understand), could you please review "Football Kick" instead of "Zombie Horde"? Thanks again.2011-03-01 07:56:00

Author:
Unknown User


Hi all. I'm planning on getting back to reviewing soon, and I wanted to inform you all of a few new rules that I am planning on incorporating. You can all blame SackNun for this.

When I am reviewing a level, I always look at how much time and effort was put into the presentation of a level. This would be simple things including grammar, spelling, and naming of prizes. Areas that, when compared to the other aspects of level design, take very little effort, but make the level that much more appealing and professional.

Therefore, when I am doing my preliminary play-through, if I run into any of these presentation problems, I reserve the right not to review the level (yet). The levels will be transferred from the request queue, to another queue. In this queue, the review will be put on hold, until the problems are resolved.

If your level is headed for this list, you will receive a "friendly" reminder from SackNun, stating the areas where your level needs to improve. If the designer chooses to resolve these simple problems, the level will be moved back to the review queue.

The way I look at it is that if the level designer can't be bothered to put the effort into making the level presentable, I don't see why I should expected to put together a presentable review. I spend a good amount of time on each review, and I can't afford to spend my time saying the exact same thing in every one of them.
2011-03-02 18:49:00

Author:
DarkDedede
Posts: 672


http://i7.lbp.me/img/ft/91772961599cd00e98e06b9a53c8ed89622ba096.jpg

This link will direct you to the lvl thread if you want more info before you agree to review: https://lbpcentral.lbp-hub.com/index.php?t=49639-ROCK-BAND-(use-guitar-or-drumset-1-2-player-2-difficulties

or you can just go queue up the lvl here: http://lbp.me/v/w24eg1

thanks a bunch
2011-03-03 22:26:00

Author:
Unknown User


Sounds interesting. I don't have any of the instruments, but I will try to give you some advice on other things, like the interface. Of course, that's once I get around to your review.

The request queue is getting so big. :eek:
2011-03-04 04:57:00

Author:
DarkDedede
Posts: 672


Hi, sorry to add to your ever growing list but could you plonk my level right at the bottom of it?

http://lbp.me/v/xyws-0 The Printz Diaries: Prologue

Many thanks!
2011-03-04 07:16:00

Author:
rialrees
Posts: 1015


Soon, and very soon, when it's not so late, and I'm not so cranky, SackNun will be making her rounds. Those that pass the preliminary playthrough will be put in the list to review. Among other things, unnamed prizes will not be tolerated. I would suggest you all make sure that all of your prizes are named. That way, everybody wins.2011-03-04 08:35:00

Author:
DarkDedede
Posts: 672


are you kidding?
if I would've known this first I would've changed the level before you played it and wrote the very substantial comment "name your prizes"
I'm not mad, I'm just a bit annoyed, the fact that my objects aren't named should not influence my review at all whatsoever, when I review, I never even look if the objects are named, as long as they give them and they fit the level it's fine -.-
whatever, I guess my "everyday platformer didn't pass the test...
you even gave it a thumbs down, for one... I am surprised, I'm not gonna come over here and insult your work, but that's just blasting prepostouros.
at this point why not give it it a 5/10 cause it's got a key to a bad level???
" co-owner of this_is_life and draden's review bakery "
" author of the multi thousand hit level "everyday platformer ""
2011-03-04 22:11:00

Author:
Unknown User


First, your level is #9 on the review queue, so you have more than enough time to make it better. I would think that you would want your level to improve, and I certainly would hope that that would be the reason why you requested a review.

Second, I take presentation very seriously in my reviews. It states on the first post that presentation is a factor in the final score. It's your right to review your levels how ever you choose. However, I take pride in the presentation of my reviews, and I don't see anything wrong with holding these levels to the same standard.

Thirdly, the frown you received was from SackNun. She is the Patron Saint of Nitpicks, after ll. It doesn't take much to make her sad. If it really bothers you that much, I'll go and remove it.

Ultimately my reviews focus on the work, and how I feel it can be improved. It's never personal, and you shouldn't take it that way. The last thing I'm going to do is patronize you.
2011-03-05 04:33:00

Author:
DarkDedede
Posts: 672


there's a difference between patronizing and reviewing, when someone asks me to review they're level, they are not asking me to only find the faults in it, but to ultimately give it a score, if I liked it, why not say so?
I don't care about the frowny face, I'm just annoyed that you would give a frowny face just for the fact that I don't name my prizes..
remember
patronizing = reviewing = FALSE
2011-03-05 08:23:00

Author:
Unknown User


I'm not going to explain myself to you anymore.

My reviews are about the work, and the way I feel that your work can be improved. I do not point out "faults."

Ultimately, the score is simply a formality. It's going to be different for every reviewer, so if you're going to worry about the score, then shame on you. What I try to focus on is areas that the designer can work on to make their designs more successful.

If you are going to be so lazy that you aren't even going to bother to make sure that your levels are at least presentable, then there's really little reason why I should look at them further. Making sure that your prizes are named is one of the easiest things that you could do in this game. I don't see why you are so against it.

Again, it's about the design. It's never about the designer. They call it "constructive criticism" for a reason. If you are going to put your personal feelings, before your work, then my reviews will do little to help you. I suggest that you look elsewhere for feedback, or in your case, a score.
2011-03-05 20:17:00

Author:
DarkDedede
Posts: 672


here are my thoughts on what you just said, actually, lets get it out of the english dictionary:
re-view : a critical article or report, as in a periodical, on a book, play, recital, or the like; critique; evaluation
reviews are meant for the score, it's called beta testing if you're only going to point out the bad parts of people's levels.
ok, I guess I'm forced to look for feedback elsewhere, if I am not incorrect I have one of your levels on my queue, come check out the bakery in the next few days, so you can see how a review is from my point of view.
2011-03-06 01:47:00

Author:
Unknown User


here are my thoughts on what you just said, actually, lets get it out of the english dictionary:
re-view : a critical article or report, as in a periodical, on a book, play, recital, or the like; critique; evaluation
reviews are meant for the score, it's called beta testing if you're only going to point out the bad parts of people's levels.
ok, I guess I'm forced to look for feedback elsewhere, if I am not incorrect I have one of your levels on my queue, come check out the bakery in the next few days, so you can see how a review is from my point of view.

that is actaully quite wrong my good sir.

A review is NOT ment for the score, but the score is the overall thought on the reviewed substance.
A review points out what a reviewer likes (the good treates) and dislikes (the stuff that may need to change w/ future updates.)
an EVALUATION is the same. a statement of the good and the bad in respects to the subjects.

Thus it is ok for dedede here to state his dislike of un-named objects. its annoying and unprofessional (especially a game in the game doing this)

NOW beta testing is TESTING THE BETA SUBSTANCE. or in lamens terms: a test b4 the thing comes out.
Unless a level states its a beta test it must be considered as a full product! And as such can be reviewed as such.
So unless your level is in "beta stage" it is NOT ok to keep the prizes unnamed.

Its a presentation thing. and it sucks if the immersion of the substance (like an object) is desicrated by no name.

If you review levels w/o stating what you think is bad and only give a score YOU ARE A BAD REVIEWER!!!
2011-03-06 02:03:00

Author:
a_mailbox
Posts: 416


If you review levels w/o stating what you think is bad and only give a score YOU ARE A BAD REVIEWER!!!
wanna see one of my reviews, here, Ill give you the link to one
http://www.littlebignetwork.com/showthread.php/8106-this_is_life-and-draden-s-review-bakery/page22
tell me if I'm a bad reviewer,
plus I did not say it was all about score, I just said that score was relevant to me because I (personally and subjectly) enjoy seeing my levels graded in arabic numerals.
I have had no complaints. at all.
unnamed objects should count as 2.1% of the review at max.
could you specify what is annoying and unprofessional, because it sounds like you're contradicting yourself.

Thus it is ok for dedede here to state his dislike of un-named objects. its annoying and unprofessional (especially a game in the game doing this)
2011-03-06 02:15:00

Author:
Unknown User


"reviews are meant for the score"

You kind of said it right there.
I'm just saying the score is just there to see the overall opinion. The meat of a review is the explaination and the feedback you give (mostly feedback)

People don't critisis due to having a score, the don't critisis because you gave them a review w/ your opinions on the game!

Score is extra, in fact: i like it when reviewers just hid the score (under spoilers) so that i can actually get though the suggestions and critisism and make my level better (my first version of ROH was crap, and DeDeDe here gave me advise on how to make it better, and i did)

Also, i was talking about not naming your objects (the professionalizm part) I like dedede's reviews.

BTW: i was just saying, if you review and you focus on score and not on actual content, your doing it wrong. That may not be you, its just a statment mmk?
2011-03-06 07:05:00

Author:
a_mailbox
Posts: 416


Sorry to interupt the "reviewer" debate but would 1 or more of you mind casting you eye over this little gem...

http://lbp.me/v/yfdwmg

It's 1-4 player top down racer so feel free to take a friend. It's not my level but I'm trying to get some feedback for my friend.
2011-03-06 12:20:00

Author:
TnTyson
Posts: 25


Hi! If you have time and don't mind, could you review my level?

PSN ID: CATSRULE26
Level name: Sugar Land
LBP.Me Linky: http://lbp.me/v/w6j50y#l

http://ia.lbp.me/img/bl/d9a2433779ae01a684c7160eeb7f90fae4f20404.png
2011-03-07 07:37:00

Author:
Unknown User


are you kidding?
if I would've known this first I would've changed the level before you played it and wrote the very substantial comment "name your prizes"


Then why don't you? You've got 8 levels ahead of yours. You still have plenty of time. You just wasted more energy on here, arguing, then it would take to name three prizes. I certainly hope that you wouldn't choose to not improve your own level, simply because I bruised your ego. If I hurt your feelings, know that doing so wasn't my intent. Plus, you do realize that I never said that I never said that I wasn't going to review your level, yes?

Also, nowhere in the definition of the term review (http://www.merriam-webster.com/dictionary/review) does it state that a score is required. I do agree that a review should be a critical evaluation, which is what I try to do in my own reviews. If you disagree on my format, then like I said before, you have all the right to do things differently in your own reviews. How you decide to present your evaluation is up to you. What you have no right to do is trying to dictate how others should go about theirs.

For the record, there are worse things than unnamed prizes.
2011-03-07 17:15:00

Author:
DarkDedede
Posts: 672


(Loud sigh)

I was finishing up my level, literally I was about to publish. I thought I'd do one last playtest. Then playing through, I saw my boss battle that I took ages getting to work mess up. ARGHHHH!!! I'm trying to rebuild it, and let me tell you, when your so close to overheating it is quite possibly, the most, AGRIVATING thing evar. This is like the fifth time something like this has happend (once I got 160 hour bug), I swear my level is cursed. Just getting to the point of it being ridiculous now. ARGH!
/ragepost
2011-03-07 17:47:00

Author:
liamdaniels
Posts: 85


@ Darkdedede

I hate it when people don't name their community objects. You'll be happy to hear I do :hero:
2011-03-07 21:20:00

Author:
anoken
Posts: 1654


Hey! I'd love some feedback on my new level. Could you PM me when the review is up though? It's so annoying having to looook through all of the pages :B

PSN: Mnniska
Level name: Help! My monkey hid my homework!?
LBP.me: http://lbp.me/v/yrhhyv
2011-03-10 14:01:00

Author:
Mnniska
Posts: 531


Could you PM me when the review is up though?

I always do.
2011-03-10 18:05:00

Author:
DarkDedede
Posts: 672


Okay 2 things.

Firstly: could you have a go at reviewing my level please? Linky (http://lbp.me/v/y-k0z0)

Secondly, I'll give a late reply to the reviewer-debate fiasco.

As someone who's been reviewing for a year or two now for music/games/movies I'd like to point out that, from experience, a review is a completely different thing for each reviewer and they will put as much emphasis on what they want and ignore what they want. It's completely up to them. You may disagree with the way they do thing but in the end they are not wrong for doing it, in your eyes maybe but in someone else's maybe not. For example, in my opinion I absolutely hate the idea of any definite score. A 5 star system I can deal with since it's pretty broad but honestly what's the difference between an 8.6 and an 8.7? Most people, I think, will disagree with me there. And for them, tough.

So ya'll can calm down a bit and get on with doing your own thing. Though that "own thing" better involve reviewing my level.
2011-03-10 19:50:00

Author:
JonnysToyRobot
Posts: 324


Hey there,

would you like to review my "Madera" level please? That would be great

Link is in my sig!

Thanks
Dragon
2011-03-10 20:52:00

Author:
DragonHunterEx
Posts: 84


Can you please review my level.

Psn ID: deserteaglezx
Level: Bouncepad Survival 4: Retro (1-4 Players)

Thankyou in advance
2011-03-10 23:07:00

Author:
Unknown User


http://i8.lbp.me/img/bm/a28ca9bbbd5f6331e45f2df7f9574963e3541f4c.pngWheel Spin (http://lbp.me/v/vfhe2b) by Dialgax07 (http://lbp.me/u/Dialgax07)

http://farm6.static.flickr.com/5139/5524386511_aa7a4f6dd7.jpg
How hard can it be?

CATEGORY: Versus
DIFFICULTY: TBA
Last Updated: 28 Feb 2011

PRIZES: N/A

Summary:

This game is a simple enough concept. Make your wheel spin, and collect points. As the description states, how hard can it be? While it is a very interesting concept, I can’t help but want more from this design. I’d have to say the most challenging thing about this level is finding the desire to play it again. Oh, and the score bubbles never stopped, once the timer reached zero.

Strengths:


Solid construction
Interesting concept
Interesting presentation
Practice area
Hall of Fame

Weaknesses:


Single material composition is somewhat bland.
Layout is somewhat cumbersome.
Game is a little too simple/shallow.
Was able to get score bubbles after time expired.

Nitpicks:


Grammar errors.
Spelling errors.
Intro is rather long.
Pointless tiny stairs.

http://farm6.static.flickr.com/5174/5524386529_68888cc050.jpg
Tiny stairs anger SackNun

Ratings:

Due to the fact that there is a rather large bug in this level’s design, I am going to refrain from posting a rating.

Concept/Originality: TBA

Gameplay/Implementation: TBA

Level Design/Communication: TBA

Aesthetic/Presentation: TBA

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: TBA

[Level not hearted/Author not hearted]

Suggestions


Like I said before, I can’t help but want more from this concept. The design is a bit too simple for my liking, and I would assume that many players would get bored far too quickly. It’s up to you to think of something to get your players attention, keep your players attention, and then give them an experience that is worth their attention. It’s a good start, but it’s just not there yet.
Try to make your level a bit more visually engaging. The single material look seemed rather bland and boring. I’m not saying you have to do much, but a little contrast my help to make things a bit more interesting to look at.
Don’t be afraid to use the LBP2 tools for this design. There are many powerful tools that will help solve these problems. It would help to make it much more robust, and be less work for you.
Try to make getting to the actual game less of a trek. I know it’s not that far, but that’s only the first time. If people want to play your game more than once, it may get slightly monotonous.
If you are going to use multiple magic mouths try to connect them to one sensor. That way the player can easily read the text in the order that it was intended.

http://farm6.static.flickr.com/5174/5524386533_ae28e2cc3e.jpg
Spinning
2011-03-14 03:29:00

Author:
DarkDedede
Posts: 672


Sounds like your sort of review might be just the sort of thing I need - could I request one for Skid Marks - Race & Track Editor (http://lbp.me/v/ytp9pj), please?

http://i2.lbp.me/img/ft/8a22500dd3168601e034be627c1cc1c43b167cd5.jpg

Any comments welcome - I'm here to try and make the best level I can. I'm especially interested in anything you have to say on the level's TrackEditor (and it's built-in help, for that matter), as I've not really been able to find much in the way of other levels doing that sort of thing by way of a comparative yardstick.

Thanks in advance if you feel up for it.

Oh, it's single player only btw - the other cars are CPU controlled. I thought it would be nice to do a Racer people could play on their own.

EDIT - Oh, having read through the thread a bit further, I can't help but notice a bit on an, er, altercation [/delicacy] regarding names on community objects.
I should probably point out that the level editor in my game uses 12 switch trigger photos to basically act as icons. Now, at the time I didn't think to label them because the picture on these icons is very self-explanatory (white direction arrows on black background) and in my defence they're also explained in the in-level help movie. Also, I think renaming them would probably involve re-configuring somewhere in the region of 300 emitters.

I'd still love a review, but I thought I should probably mention this...
2011-03-14 20:03:00

Author:
matneee
Posts: 66


http://ic.lbp.me/img/bm/45ce1abfdc8d86571307bc84769ec7f94b26a989.pngTroubl e in the Canyons (http://lbp.me/v/t5ez3g) by booXely (http://lbp.me/u/booXely)

http://farm6.static.flickr.com/5014/5536590998_3f01de3bc7.jpg
Ned

CATEGORY: Story
DIFFICULTY: Medium
Last Updated: 25/Feb/2011

PRIZES:

In-Level: 9

Prizes Worth Mentioning The pumpkin was pretty cool, even if it had nothing to do with the level.

Summary:

Another canyon level. This theme sure seems to be popular.

Anyways, It is a pretty decent level. The pacing is decent, the design is pretty solid, there are areas to hidden things, and there’s even a boss battle. Not to say this design is above improvement. There are a few design tweaks I’m sure would make this level much more engaging. The level is slightly better than average, but I see no reason why there should be a reason to settle for average.

Oh, and the race mode didn’t work, at the finish. I was disappointed.

Strengths:


Solid design
Interesting characters.
Hidden prizes to promote exploration
Optional race mode to promote replayability
Variety of obstacles
2 player area
Visual cues to help with navigation

Weaknesses:


Broken race mode at end.
Not all story elements were removed in race mode.
Level lacked personality.
Mine was a bit dark (yes I played it in LBP1).

Nitpicks:


Camera scene transitions were annoying.
Prizes had little to do with the actual level.

Ratings:

Due to broken things in this level, I will hold off on the rating, until broken things are fixed.


Concept/Originality: */5 ★

Gameplay/Implementation: */5 ★

Level Design/Communication: */5 ★

Aesthetic/Presentation: */5 ★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: */5 ★ Fix, please!

[Level not hearted/Author not hearted]

Suggestions


This level has all the right things going for it. I just want to see more of it. Keep developing this concept and infusing more personality into the design. The level itself should have as much personality as the characters in the story. This would also help to come up with ideas for prizes that are actually related to the level.
In the shooting gallery section, it seemed somewhat pointless to punish the player for missing, by gassing them. There were only infinite checkpoints in the level, and there was no aced prize. I might suggest punishing them some other way. Perhaps reward them with a prize, if they end up clearing that area without missing.
The intro could use some work. You might want to consider having the player start inside the car, and have the door open once they get to the end. That way you can skip all the jumpy camera transitions, and it looks better too.
The mine could use a bit of light. I know it’s supposed to be dark, but it wouldn’t hurt to accent the area with a few lights. It may even help to give it a bit more personality. It may even help the playability in LBP2. I’m sure there’s a way to make it work for both games. Learning how to be creative with lighting will only help to improve your design skills.
As much as I love you for putting the visual cues in your level, I’m going to suggest that you be a bit more creative with them. Subtle things, like placement of lighting, can help make the level appear a bit more interesting, and also give the player additional direction. Neon purple arrows are a bit too obvious and out of place, in my opinion.

http://farm6.static.flickr.com/5215/5536591004_cb8d8763c0.jpg
Boss battle.
2011-03-17 06:06:00

Author:
DarkDedede
Posts: 672


http://id.lbp.me/img/bm/g12153-d1d4878a.pngSlumber Wonderland (http://lbp.me/v/sq5071) by NoirMorpheus (http://lbp.me/u/NoirMorpheus)

http://farm6.static.flickr.com/5218/5536802392_44288977b7.jpg
WAKE UP! WAKE UP! Oh, wait...

CATEGORY: Story
DIFFICULTY: Easy
Last Updated:

PRIZES:

In-Level: 3
Level Completed Gifts: 3
Collected All Gifts: 2

Prizes Requested: This
http://farm6.static.flickr.com/5053/5536802388_70cde63b9b_m.jpg
I want it (yes I do).

Summary:

This was a very interesting level. Design wise, it was somewhat sloppy, but it loads of personality to make up for it. It was basically the opposite of what I?m used to seeing with the levels that I review. The pacing was very good, and each area had something new and interesting too look at. There were plenty of originally constructed characters too, and no sackboy cutouts (joy). I never found myself bored while navigating through the level. Sure, there are plenty of areas that this level could improve, but personality and character was definitely it's strong point.

Strengths:


Interesting concept
Interesting aesthetic
Plenty of stuff to look at
Character designs

Weaknesses:


Magic mouths, with movie camera set, interrupt gameplay
Certain areas are difficult to navigate
Double spike hazard must burn.

Nitpicks:


Prizes should be properly capitalized.
Some of the prizes came with magic mouths attached.

http://farm6.static.flickr.com/5212/5536800358_4dcd56d5d9.jpg
You can do better.

Ratings:

Concept/Originality: 3/5 ★★★

Gameplay/Implementation: 1/5 ★

Level Design/Communication: 1/5 ★

Aesthetic/Presentation: 2/5 ★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 2/5 ★★ Keep getting better.

[Level hearted/Author not hearted]

Suggestions


Keep working at developing your craft skills (translation: making stuff). It may be weak now, but it can only get better with time and practice.
Unless the scene is really important, you should set the movie camera off, for the magic mouths. Too many times can distract from gameplay. In a couple of places it happened while I was in mid air, and that should never happen. One time I actually landed on some spikes because of one of those mouths.
Give this level a custom badge image. You have plenty of things to take a picture of. There?s no excuse for using an MM sticker.
The one obstacle with the spikes close together, get rid of it. It causes more problems than it's worth. Also, it wouldn?t hurt to be more creative with your obstacles and hazards. By looking at your character designs, I know you?ve got the creativity in you.

http://farm6.static.flickr.com/5213/5536800360_eacf05184e.jpg
Yep, too many spikes can do that to you.
2011-03-17 06:48:00

Author:
DarkDedede
Posts: 672


http://ic.lbp.me/img/bm/45ce1abfdc8d86571307bc84769ec7f94b26a989.pngTroubl e in the Canyons (http://lbp.me/v/t5ez3g) by booXely (http://lbp.me/u/booXely)

Review pending.
http://www.healthjockey.com/images/impatient-man.jpg
I'm waiting.

Just kidding about that, take your time!
2011-03-17 06:56:00

Author:
booXely
Posts: 654


Hey I would absolutely love a review. I will go and name my prize pbjects. I name all my stickers...but I think I skipped the community prizes in my level....I will double check tomorrow.

Space Vesel 8212
http://lbp.me/v/x4vhzh
2011-03-18 08:11:00

Author:
celsus
Posts: 822


These reviews are really great. Just want to tell you guys you're doing an exellent job. http://images1.memegenerator.net/ImageMacro/5150186/Whos-awesome-Youre-awesome.jpg?imageSize=Large&generatorName=Joseph-Ducreux2011-03-18 08:59:00

Author:
Mnniska
Posts: 531


http://i9.lbp.me/img/bm/829730b83cffe71a1756c7304b27f18a3bb5be7e.pngThe Enchanted Towers (http://lbp.me/v/tqrepd) by Smudge228 (http://lbp.me/u/Smudge228)

http://farm6.static.flickr.com/5221/5559653497_790c886f74.jpg
Enchanting...

CATEGORY: Story
DIFFICULTY: Medium
Last Updated: 08/Jan/2011

PRIZES:

In-Level: 3


Summary:

For some reason, some wizard attacked your pod, and you are out for revenge. So you run through the wizard’s mansion, while he cackles at you. I won’t ruin the ending, but it was pretty anticlimactic, especially given the fact that the story never really built up to anything.

Strengths:


Magic platforms

Weaknesses:


Sometimes difficult to navigate
Anticlimactic
Unfulfilled promise of “death rays”

Nitpicks:


Stairs annoy me.
Velvet Room music annoys me

http://farm6.static.flickr.com/5138/5559653493_80d26943f1.jpg
DK Hazard

Ratings:

Concept/Originality: 2/5 ★★

Gameplay/Implementation: 3/5 ★★★ Extra points for the magic platforms.

Level Design/Communication: 2/5 ★★

Aesthetic/Presentation: 2/5 ★★

Ratings Explanation & Tips (http://www.lbpcentral.com/forums/entry.php?1811-Ratings-Explanation-Tips)

OVERALL SCORE: 2/5 ★★ Not bad. Now make it better.

[Level not hearted/Author not hearted]

Suggestions


Somehow you need to develop this wizard character a bit more. All he seemed to do was cackle at you, and the final encounter was rather pointless.
Work on making the navigation a bit more intuitive. Some parts were rather confusing, and not every player is going to have the patience to muddle their way through to the end.
Pic a different type of music to set the mood. You’re invading your arch enemy’s lair, and yet we have the Velvet Room music playing in the background. I would think it would sound a bit more exciting.
I really liked the magic platforms concept. You should really work on dreaming up more creative implementations of this idea.
You should consider designing a boss battle for the final encounter. I was promised death rays, and yet I received none.

http://farm6.static.flickr.com/5305/5559653489_efffb44c20.jpg
My arch nemesis, I suppose...
2011-03-18 09:16:00

Author:
DarkDedede
Posts: 672


http://i1.lbp.me/img/bm/ba1858295843db3a89f81a21e87e2367b0e0f42b.pngRoman Rant. Part: 1 (http://lbp.me/v/tkdrh9) by jalr2d2 (http://lbp.me/u/jalr2d2)

Review pending.
2011-03-21 06:00:00

Author:
DarkDedede
Posts: 672


wow noones got higher than 3/5 stars yet lol? Whatevers the case, i enjoy reading your reviews, they seem to be very in depth and thats feedback any creator could want, i'll probably post mine here when its done, i can use some good feedback2011-03-22 22:56:00

Author:
Rpg Maker
Posts: 877


It's been a while, so can I get the level I requested to be reviewed switched with this one (http://lbp.me/v/y51gpf)?2011-03-22 23:21:00

Author:
JonnysToyRobot
Posts: 324


wow noones got higher than 3/5 stars yet lol? Whatevers the case, i enjoy reading your reviews, they seem to be very in depth and thats feedback any creator could want, i'll probably post mine here when its done, i can use some good feedback

Thanks. I appreciate that.

As for the rating. My rating system differs from other reviewers. I consider 3/5 pretty decent level. I save the higher ratings for those that actually put more thought and effort into the design. I'm not saying the 3 star levels are bad. I just expect a bit more of from a level that I would give anything higher.

If I were to give a school-grade equivalent to a 3-star level, it would be a B. Of course, I was always taught that a B grade means that I simply need to be better. No design is perfect, and there is always something that can be improved. Of course, there's nothing wrong with being good. If these people are happy where they are with their skills, then that's their right. However, I would hope that the people I am giving feedback to are interested in actually becoming better.

I'm always looking for ways to become a better designer than I was yesterday. I see nothing wrong with holding these levels to the same standards.
2011-03-23 04:35:00

Author:
DarkDedede
Posts: 672


My level? it's in my sig and to be honest it's a movie/trailer >_<2011-03-23 17:23:00

Author:
Angelgozen
Posts: 286


My level? it's in my sig and to be honest it's a movie/trailer >_<

Ironically, that's more related to my field of study than level design, so I don't see there being any problem.
2011-03-24 01:51:00

Author:
DarkDedede
Posts: 672


My level is called 3-Point Shoot Out. It's a minigame that will last just under 3 minutes.2011-03-26 23:46:00

Author:
Unknown User



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