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Red Cork Hat Reviews

Archive: 522 posts


Your reviews are very professional and I'd be honored if you reviewed my level Digging for Inventizite. My PSN is Edeslash.
http://lbp.me/v/zd1d-b

It's my first real level and I'll be happy to receive any harsh words.
2011-03-27 16:54:00

Author:
Edeslash
Posts: 135


I would love to read your review of my Project Sackbot X:
http://lbp.me/v/yf6nv8

It's pretty unique, as it's a complete overhaul of the LBP2 platforming engine. I've convereted it into a platforming shooter based on the Mega Man series. There are three game modes, I would suggest you to choose either "single stage" or "time attack", as the normal story mode is still very much under construction. This doesn't mean that the story mode is unplayable - it's just that it will encompass 8 different levels and I've only created the first one.

Also, the single stage & time attack modes come with a custom made ranking system that grades your performance in addition to giving you a score.

Thanks for the review shop, your reviews are quite interesting to read.
2011-03-27 20:27:00

Author:
Linque
Posts: 607


Well it looks like I've been drafted over at the Workshop. Apparently I've been chosen to judge the Creator of the Month contest. I suppose some day I'll find the time to get to the request queue.

The most ironic part of this whole situation is that one of the other judges was the one responsible for "Chrono Chaos." A level series that I had the privilege of reviewing when I was with the LittleBigReviewers.

This should be interesting.
2011-04-04 05:59:00

Author:
DarkDedede
Posts: 672


What contest is that?2011-04-06 17:58:00

Author:
Linque
Posts: 607


What contest is that?

Creator-of-the-Month-Contest-April (http://forums.littlebigplanet.com/t5/General-Discussion/Creator-of-the-Month-Contest-April/td-p/373062)
2011-04-07 01:38:00

Author:
DarkDedede
Posts: 672


Great reviews! They are filled with constructive criticism.
I also love your way of the review format!
2011-04-09 20:50:00

Author:
yoda97yoda
Posts: 121


Hey there DarkDedede. I see you?ve got enough levels to play, but I would be pleased if you would play my level A perfect world (first in sig) when you?ll have time. THX alot...2011-04-10 09:21:00

Author:
Unexpecter
Posts: 137


Hey,

Please play and review my two levels on littlebigplanet 2.

http://lbp.me/v/xm83mn

and

http://lbp.me/v/xvn4pb

im pretty curious to see what you think!


Thanks
2011-04-10 17:24:00

Author:
Unknown User


I really appreciate any feedback you can offer on my level "Simply Elektrifying"

My Lbp.me is http://www.lbp.me/u/tripple_sss
2011-04-15 04:23:00

Author:
tripple_sss
Posts: 250


Hey can I ask for a review of my level here?
https://lbpcentral.lbp-hub.com/index.php?t=56663-Level-1-The-Mountains&p=851295
"TLS-The Mountains"
It's got some pretty unique gimmicks here and there.
2011-05-16 17:16:00

Author:
DarrienEven
Posts: 217


level Name: Megaman 2 music.
PSN: Hes_A_Lop

Keep in mind that this is just a music gallery. If you dont review them then sorry, I didnt know.
2011-05-16 21:38:00

Author:
Unknown User


I don't have a problem reviewing music levels. As opposed to traditional levels, with levels of that type, I tend to focus on interface and presentation more.2011-05-26 16:27:00

Author:
DarkDedede
Posts: 672


I want a review for my Silent Hill - Abandon all hope.
It is one platform level with two endings.
Thaks for your attention!
2011-05-26 23:01:00

Author:
Unknown User


Final Fantasy X- Turn-based RPG
By Meteoroids
http://lbp.me/v/0gc3hp
2011-05-28 14:42:00

Author:
Unknown User


I don't have a problem reviewing music levels. As opposed to traditional levels, with levels of that type, I tend to focus on interface and presentation more.

Thats good to hear, because the presentation was the bulk of the work really, a lot of work went into sprites and tilesets. I look forward to your review.
2011-06-09 01:39:00

Author:
Unknown User


Wow i see your review skills are really informative i would really love a review of my Heavy Calibre level if you have the time.

Its a LBP 1 level and i'm not sure if it really cuts the cake or not as it was originally intended to be a LBP 2 level but i'm running out of space.
Its an action level with not so much to the story but if it's good enough and likeable i will be making more levels and add a small story to it.
There is a Boss battle but i'm not sure if its implemented right as i find i difficult working with LBP 1. I think it actually plays best in LBP 2 as a few glitches are fixed that way.

Heavy Calibre Frontal Assault http://lbp.me/v/0ekrxq

http://www.lbpcentral.com/forums/attachment.php?attachmentid=34153
2011-06-18 02:51:00

Author:
Lordwarblade
Posts: 761


If your still doing this, I would really appreciate a review of my newest level. I'm still pretty new to making levels so I could really use some good feedback to help me become a better creator.

PSN:BluntsMcGhee
Level Name:The Sushi Adventure
2011-06-26 01:14:00

Author:
Unknown User


As stated in the level, my level doesnt look great since it is more a display of technology/machinery, but could you try it out? thanks, links in my signature2011-07-04 17:10:00

Author:
mrhollywood12345
Posts: 89


If your still reviewing levels, could you check out mine? It's a LBP1 level (as I don't have 2 yet) and its mainly platforming, although its quite easy and short. There is also a short story included, to at least liven things up. So if you got the time, I would love to hear your feedbacks on it.

Title: Dreamscape (http://lbp.me/v/122je6)
2011-07-05 11:51:00

Author:
romancrisis
Posts: 138


Hey DarkDeeDee, i remember you! You did a review of my Osaka Hanami stage way back in the day! Although seeing as it's me only recently back on, it'd probably be more unsual if you remembered me.

Well...you've probably got enough under your belt at the moment, but if you've got time, my new "Bloomin' Oni-ons" stage is a massive reworking of the Hanami one using all the fun little tools LBP2 introduced. i'd really appreciate it if ou could give it a once over?

Thanks a lot for your time and consideration.

Have a great day!
2011-07-06 07:08:00

Author:
waffleking23
Posts: 535


Hi DarkDedede,

I just wanted to start out by saying sorry (I feel bad for asking to add onto this large list of review request). The only thing is I really want to improve the level I've created. I've gotten a lot of small reviews and improved my level based on those and yesterday, I finally finished a major renovation and I have no more ideas to improve it other than add detail.

I was wondering if you could possibly review my level (when you find time).
PSN: kuppokid
Level: Total Execution: the Future is Now

In case you do review it, it needs to be accessed straight off of my earth because the search engine online only shows my LBP1 Levels.

Thank you
2011-07-06 15:47:00

Author:
kuppokid
Posts: 79


Wow I'm away for a couple months, and I'm still getting requests. I must be doing something right.

Anyways, things are a little busy right now, this being my last term for school. That and my internship keeps be pretty busy.

Once I get some time, and I have the energy, I'll start working at that review queue again.
2011-07-07 07:47:00

Author:
DarkDedede
Posts: 672


Good to hear that.2011-07-07 10:51:00

Author:
DarrienEven
Posts: 217


Okay. I've updated the request queue. Let me know if I've missed anyone.2011-07-07 22:15:00

Author:
DarkDedede
Posts: 672


Hey DarkDedede, Could you please change my The Mountains request to "The Minty Green Factory Part 1"?
I can't wait to start reading your reviews. Here's the LBP.me link, http://lbp.me/v/2y05fs .
2011-07-10 14:13:00

Author:
DarrienEven
Posts: 217


Hi dark DarkDedede sorry about this but could i change my Heavy Calibre request to my 40k Space Hulk level its a two part level but you only have to play and review one of them if you like.
Really its part two i would like to be reviewed most. Here is the link http://lbp.me/v/zpqmfm

Its a top down level where you ontrol a squad of space marines boarding a vessel infested with aliens. An example of the level is the pic in my sig.
2011-07-15 03:56:00

Author:
Lordwarblade
Posts: 761


Hello DarkDedede, you did a review for me once before back on the LBW forums when you were a part of The LittleBIGReviewers
It was called 'A Day in New York'
Heres the link to the review you did for my old level http://forums.littlebigplanet.com/t5/PS3-Promotion-Zone/The-LittleBIGReviewers-Everything-in-One-TEMPORARILY-CLOSED/m-p/257601/highlight/true#M36192

Anyways will you mind reviewing my new LBP2 level?
Name: Wooden Works: Part 1
By: residentevil6wii
http://lbp.me/v/3s0wtq

And would you mind comparng the two levels from your old review? Like progess and etc.?

Thanks ahead of time
2011-07-22 00:59:00

Author:
Crazed Creator
Posts: 177


Hey, if you're not busy doing other reviews, could you play my level, Space Mini Level by jrichards16, and here's the LBP.me link: http://lbp.me/v/26yy09

Thanks!

Cheers, flyinhawaiian
2011-08-04 22:56:00

Author:
flyinhawaiian
Posts: 357


psn:YUBOY3
http://lbp.me/v/4kks-k
http://lbp.me/v/4wr838
http://lbp.me/v/4wr478
Thanks
2011-08-09 12:40:00

Author:
YUBOY3
Posts: 116


Okay, everything should be up to date. Now that I'm done with school, I should have time to get some reviews done. Hopefully I'll have some posted by the end of the week. Thank you all for being so patient.2011-08-17 05:32:00

Author:
DarkDedede
Posts: 672


Okay, I'm just about ready to start reviewing again. To make things a bit more interesting (for me), the next 10 reviews will be picked at random.2011-08-26 07:00:00

Author:
DarkDedede
Posts: 672


Man, I'd be ****** if I was next in line and you go and say that xD2011-08-26 08:56:00

Author:
liamdaniels
Posts: 85


Man, I'd be ****** if I was next in line and you go and say that xD

Well I've got almost 50 reviews in the queue, plus my back up of F4F. I've got to do something interesting to keep myself from getting too overwhelmed.
2011-08-27 02:50:00

Author:
DarkDedede
Posts: 672


http://i7.lbp.me/img/bs/db77fbea2dc1df8c73b93e8c83cd1319b7f4c24e.pngFootba ll Kick (http://lbp.me/v/wy-ygr) by Thunderbolt444 (http://lbp.me/u/Thunderbolt444)

http://i4.lbp.me/img/ft/ba4519f810ba6a7f6b046f203a4019d23091e658.jpg
Vertigo! :eek:

CATEGORY: Mini Game
DIFFICULTY: Simple
Last Updated: 18/Mar/2011

PRIZES: N/A

Summary:

This is a fun short minigame. Although not my favorite type of games, I am not against them. Often times, these types of games tend to be popular. As successful as the game was in it’s simplicity, I see some areas that could easily be improved.

Strengths:


Fun concept
Simple yet effective
Working menu
Tutorial to explain the game

http://if.lbp.me/img/ft/9efd7f04d39bfc4599525df3b42e93eb1d31f188.jpg
Just kick the ball!

Ratings:

Concept/Originality: 4/5 ★★★★

Gameplay/Implementation: 3/5 ★★★

Level Design/Communication: 3/5 ★★★

Aesthetic/Presentation: 2/5 ★★

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

OVERALL SCORE: 3/5 ★★★ You’ve got all the right ingredients. Now you just have to work on making it more interesting. Keep up the good work!

[Level hearted/Author not hearted]

Suggestions


I would consider picking a new music for the title screen. Perhaps something a bit more festive. The current music seems to be a bit too “epic.”
Also, consider changing the music when the player views the tutorial.
The vertigo background needs to go. I found it very distracting. The background shouldn’t distract from the menu, it should complement the aethetic.
Also consider redesiging your title. The thin font seemed very boring. Try being creative and making some letters from different stickers or objects.
The single material stage was also very boring. Try to improve the look of the stage to make it more interesting.
Just an off the wall suggesting, but it might be interesting if the emitter spawned random types of balls. It may add an extra element of strategy to your game.
2011-08-27 03:05:00

Author:
DarkDedede
Posts: 672


Yaaay, More reviews.2011-08-27 03:13:00

Author:
DarrienEven
Posts: 217


I'd love to hear a review from you guys, so below is all the details you may need!
PLCC1: Mikey Angelo's Explordinary Quest For The Golden Trainer!
Link: http://lbp.me/v/22q033
Author: Dynamo31770
2011-08-27 10:58:00

Author:
Unknown User


http://id.lbp.me/img/bm/61d7aa5079a1c18d029d6ecc3df3de53a120a3c8.pngTrials of L.O.R.E. : Shade (http://lbp.me/v/vwre97) by Cryogen00 (http://lbp.me/u/Cryogen00)

http://farm7.static.flickr.com/6201/6091142311_a60c1d711e.jpg
You can’t hate what you can’t see

CATEGORY: Story
DIFFICULTY: Medium
Last Updated:

PRIZES:

In-Level: N/A
Level Completed Gifts: N/A
Collected All Gifts: 0/1
Aced Level Gifts: N/A

Prizes Worth Mentioning I must have missed it.


Summary:

I’m going to start off by saying that the look of this level is very interesting. Some of the contraptions are very impressive as well. Some of the challenges might be a bit difficult for some, but the designer does help to guide the player with visual queue with lights. Oh, and the music does seem to fit with the setting.

However, this level is not without it’s problems. When I first started out, I noticed that the intro was very bland. Then, for no apparent reason, you fall down a hole, and everything turns red. As impressed as I was with the aesthetic design, I couldn’t help but wonder why I was going from challenge to challenge. There was no real clear set motivations, other than simply go from point A to point B. If anything, this level could use a good does of personality and character.

As for the darkness, I’m not going to be too quick to fault the designer, as the level was designed in LBP1. From what I’ve experienced, LBP2 levels tend to be darked. However, the level could use a bit more light.

I’m also curious what LORE stands for.

Strengths:


Aesthetically well designed.
Visual queues

Weaknesses:


Verges on monotonous and pointless.
It’s dark
Boss battle was too long

http://farm7.static.flickr.com/6188/6091142339_ce7e447ffe.jpg
This is a boss battle

Ratings:

Concept/Originality: 3/5 ★

Gameplay/Implementation: 3/5 ★

Level Design/Communication: 3/5 ★

Aesthetic/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


There needs to be something more, outside of the shade gimmick, to keep your audience interested in your work. Remember, after you gotten the players attention, you need to give them something that’s worth their attention. Personally, I felt somewhat unfulfilled.
Work on incorporating more light into the situation. Certain areas were slightly confusing to navigate. I didn’t have much trouble muddling through those areas, but not every player has the same level of patience.
The boss battle was way too long. It was nice that it was divided into rounds, but there was little need for that if there were no new attacks introduced as the fight went on. Each round was the same as the one that it followed. It was a rather monotonous fight, especially being that I couldn’t see anything

http://farm7.static.flickr.com/6184/6091142323_cb2a532602.jpg
2011-08-29 04:16:00

Author:
DarkDedede
Posts: 672


http://i7.lbp.me/img/bm/9375de6d9871a61e1b410475f9e0c5df8f1b8275.pngA Quest for Stratta Various (http://lbp.me/v/5g2xg9) by Alismadia (http://lbp.me/u/Alismadia)


F4F Express Review

http://ia.lbp.me/img/ft/90abe512dab6b66e241d99c1d9d6cb7b5a202259.jpg
Pics Pending

Summary:

Very interesting level, with very interesting elements. It’s a space shooter, with a town, and functioning stores. Of course it doesn’t come without it series of issues. It is a very interesting concept, but more focus needs to be made on the development of interface, controls, and usability.

Strengths:


Title screen
City Area
Store
Tutorial
Introduction

Weaknesses:


Controls could be more intuitive
Space battles lacked perspective and were disorientating
Programming was not as robust as it should be.

http://ib.lbp.me/img/ft/71b51cc2952e98656c4ac47c89cde88ef22968d8.jpg
Space battle

[Level hearted/Author not hearted]

Suggestions


It’s great to see how much effort you put into programming your level. Of course, by introducing this level of complexity, you will encounter new issues that need to be resolved. Great care must be made to ensure that the player should not have access to areas that they should not get to. For example, I would assume that the player should not be able to use the second and third elevator until after the second and third battle. This proble could easily be solved with some added logic circuits.
I loved the store interface, but many of the areas that you implemented a controlinator could be substituted with a wireless controlinator and a proximity sensor. That way the player could make their selection with the d-pad, instead of having to be strapped to the controlinator
You may also want to consider labeling the controls in the controlinator, so that the controls display on screen. That way the player doesn’t have to guess how they can exit the controlinator.
During the space missions, it was somewhat difficult to keep my perspective in relation to the rest of the stage, especially where the edge of the battle area was. You may want to incorportate some sort of visuals, or improve the camera, so that the player doesn’t feel disorientated when they are playing.
While we are on the topic of visual cues, you may also want to add something to the boss battle, so the player has more of an idea that they are damaging the boss. I did hear the faint sound effects, but they may not be noticable enough for some.
The direction that this level is taking is very impressive. Keep up the good work, and keep finding ways to grow and improve, both as a programmer and designer. If you would like a more in depth review, feel free to make a request.

http://ic.lbp.me/img/ft/52c9f45c93f90df7ba8b0fe470aaa43a8f6deedb.jpg
Space Bar
2011-08-29 06:42:00

Author:
DarkDedede
Posts: 672


http://i7.lbp.me/img/bs/g11749-3a7712f6.pngSpace Rollercoster (http://lbp.me/v/r063pw) by XxNightout546xX (http://lbp.me/u/XxNightout546xX)


Review Redux Originally Posted: 18 May, 2010 (http://forums.littlebigworkshop.com/t5/PS3-Promotion-Zone/The-LittleBIGReviewers-Everything-in-One-TEMPORARILY-CLOSED/m-p/253334#M35791)


http://farm5.static.flickr.com/4048/4620993038_86e4379075_o.jpg


CATEGORY: Story
DIFFICULTY: Simple
Last Updated: 24/Apr/2010

PRIZES: N/A

Summary:

It's a roller coaster level, and one that hasn't been properly tested.

It's unfortunate that as the level starts, I happen to run into another of my top design pet peeves for LBP. Stairs. Mindlessly mashing the jump button to scale 10+ stairs gets boring quickly. The spawn point could have just as easily been placed near the start of the ride.

Another problem is that there is absolutely no directions on how to start the ride. I pulled the lever, and the thing went off without me.

The ride itself was not visually engaging enough. I would think that the point of a roller would be to provide a visual treat to the player, espcecially since all they really can do is watch. A few spinning stars and lights are not intersting enough, and the portion of the ride that was just darkness didn't help much either. Do something more creative to keep the viewer interested in what is going to happen next.

Another thing that bothered me was how unstable the ride was. The roller coaster either stalled or fell apart and flew off the track. It took me about 10 tries to finally reach the end, and even then the roller coaster fell apart. A level like this is going to need lots of testing. You should make sure that it not only works, but also works well.

Strengths:


Needs more testing.
The music choice is nice.


Weaknesses:

Not visually engaging
Large portion of the ride is just pitch black darkness
Took me 10+ tries to finally reach the end
Roller coaster stalls
Roller coaster breaks apart

Design Problems:


No visual or text based clues on what to do.
The stairs at the beginning aren't necessary
Roller coaster doesn't respawn if you miss the first one or if your sackboy respawns back at the start.
Stalls
Breaks apart
No easier way to restart besides restarting the level.
Spellig error in title.


http://farm4.static.flickr.com/3364/4620993074_312746a452_o.jpg


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 ★ http://lbp.i.lithium.com/i/smilies/16x16_smiley-indifferent.gif

[Level not hearted/Author not hearted]

Suggestions

Making a roller coaster is no easy feat, but it also requires loads of testing. Having the ride fall apat in the middle of the track reflects poorly on the abilities of the designer. You're also going to want to make the visuals a bit more interesting, and not make the entire thing completely dark. You're giving the player a show, as well as a fun ride (that works). You're going to want to keep them interested in what happens next, and maybe even make them want to go on the ride again.

Anyways, keep at it, and keep getting better.

http://farm5.static.flickr.com/4021/4620993054_07c23f4c0e_o.jpg
2011-08-30 07:11:00

Author:
DarkDedede
Posts: 672


THANKGOD FOR REVIEWERS!!!!! Haha, please when you have the time review my level, theres a thread on the first page of the Levelshowcase if for some reason you get stuck. Thank you so much if you get around to it.

http://lbp.me/v/x0qkx9
2011-09-08 07:00:00

Author:
drei
Posts: 158


Would you take a look at Highway Encounter?

Highway Encounter on lbp.me (http://lbp.me/v/1bn27g)

Thanks in advance

2011-09-08 07:35:00

Author:
stuk71
Posts: 86


Hello! Could you please review my level?

PSN ID: ZexenVatenkeist (http://lbp.me/u/ZexenVatenkeist)
Level: Mushroom Meadows (http://lbp.me/v/51572s)

Thanks a lot!
2011-09-09 12:59:00

Author:
Unknown User


I got a level for you:
http://lbp.me/v/09k1tw
Thanks
2011-09-10 10:02:00

Author:
Sackpapoi
Posts: 1195


You look like you are pretty stacked as far as reviews go. But I would love to hear what you have to say about my level (https://lbpcentral.lbp-hub.com/index.php?t=62738-Rock-Paper-Scissors-All-Out-Brawl!) if you ever get around to it. I promise I've labeled all my prize objects.

(The patron saint of nitpicks is hilarious by the way.)
2011-09-10 19:30:00

Author:
Unknown User


http://lbp.me/v/53c701

hey! Try out my Life as we Know it please I'm excited to see the review you make!
2011-09-11 00:47:00

Author:
sibtiger55
Posts: 217


Not sure if your still doing this, but if you are, I'd gladly welcome a review of my newest creation. There's three level links in it though, so it might take awhile. (Takes me about 20-30 min, depending on who I'm with.)

http://lbp.me/v/6kn7jb
2011-09-27 02:10:00

Author:
Undarivik
Posts: 442


http://i5.lbp.me/img/bm/07561049dff749fc84e2a2c093dbba2e9a7ebae9.pngThe Long Night of Mr. Krom (http://lbp.me/v/tvsfy0) by xDante95x (http://lbp.me/u/xDante95x)

http://farm7.static.flickr.com/6171/6187566208_d07406e4bd.jpg
Intro

CATEGORY: Story

PRIZES: N/A

Summary:

This started off strong, and was quite a pleasant romp, but soon started to lose some of it’s luster. As I continued through the level, the design seemed to get less and less inspired. The darkness didn’t help either. There’s really not much to say, seeing as I really couldn’t see much. Probably due to the fact that this is an LBP1 level, and I was playing in LBP2.

Oh and I do have to mention that there were stairs in this level that you could actually walk up. Not mashing the jump button required (Win)

Strengths:

Strong intro
Fun looking characters
The stairs!

Weaknesses:


Dark


http://farm7.static.flickr.com/6163/6187566224_39ec41a6ea.jpg
Stairs that work!

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 ★★ Let there be light!

[Level not hearted/Author not hearted]

Suggestions


Try to keep the same consitency that you started with. The level was very interesting at the beginning, but really lost alot of character as I continued.
I know the level takes place at night, but you should still take into consideration that the player still needs to be able to see where they are going. You can still be creatie with the lighting and keep the nighttime aethetic.
Try to rework your zombie chase. By the time I stopped dying, it was already over. Slowing them down a bit may help.
The intro was a bit long as well. You might want to think of a way to make it shorter. It took a while for the care to even appear.


http://farm7.static.flickr.com/6153/6187566218_35328e00e1.jpg
Boo!
2011-09-27 02:58:00

Author:
DarkDedede
Posts: 672


http://i0.lbp.me/img/bm/ea08c7d3a10693a6d5c2bc578f30286006919a18.pngSimply Elektrifying (http://lbp.me/v/z0rb3-) by tripple_sss (http://lbp.me/u/tripple_sss)

http://farm7.static.flickr.com/6122/6196972782_51f3f5eff2.jpg
Bouncing is fun. I noticed the particle effect too!

CATEGORY: Obstacle Course
DIFFICULTY: Medium
Last Updated: 30 Sept 2011

PRIZES:

In-Level: 5
Level Completed Gifts: 3
Collected All Gifts: N/A
Aced Level Gifts: 2

Summary:

You know, they said it couldn’t be done. That my rating system was too unfair. Well, guess what. It’s not impossible to get over a 3 star rating for one of my reviews. It just takes hard work and attention to detail, and this this level and it’s designer demonstrate these qualities.

This level is like Onion Gale’s (”http://lbp.me/v/r4b47r” little sibling, with the attention to aesthetic and atmosphere that a level like this deserves. Not only that, but the designer pays very close attention to the pacing of the level. No obstacles get so repetitive that it risks on monotonous. Barring a few presentation and usability issues (which can easily be fixed), I’d have to say that this is level touches on every key point that I expect in a design. Keep up the good work!

However, do notw that just because I’ve given this designer a worthy pat on the back, this just means that he or she has earned a worthy boot in the backside. High level praise earns a higher standard of constructive criticism (sorry, nature of the beast).

Strengths:


Aesthetic and Atmosphere make traversing the level much more interesting
Close attention to pacing keeps the player engaged.
Music selection adds to atmosphere
Fun intro.


Weaknesses:

Death warp in intro makes aced prizes impossible
Some controls not as intuitive as they could/should be
Second grab control can squish you (relevant if you could actually ace the level)


Nitpicks:


Some prizes still are not named (check scoreboard prizes).


http://farm7.static.flickr.com/6025/6196972792_618e70934f.jpg
Stairs that work, what a novel concept!

Ratings:

Concept/Originality: 5/5 ★★★★

Gameplay/Implementation: 4/5 ★★★★

Level Design/Communication: 3/5 ★★★

Aesthetic/Presentation: 4/5 ★★★

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

OVERALL SCORE: 4/5 ★★★★ Good work! Keep improving!

[Level hearted/Author hearted]

Suggestions


I noticed that as a solution to the aced prize problem (hopefully a temporary one), that you just placed the prizes in the beginning of the level. You shouldn’t just give the player the prizes. You really should make them earn it, and perhaps even want to earn it. This adds another level of fun and engagement to the experience. I noticed plenty of fun potential places that you can hide the prizes.
The grab sensors in your level are very tiny. If you do not like the grab sensors showing, you should incorporate other type of visual cue to let the player know what to do next. That way you will avoid the risk of the player either being confused or frustrated.
If removing the deathwarp in the beginning proves too difficult, I’d recommend making the aced prizes into collected-all prizes.
I didn’t attempt the 2x portion of the challenge, but I would assume that since I collected all the prizes the level, that there were no prizes for the 2x challenge. Unless there’s something I’m missing, I think it would be nice to reward the player for completing the challenge with a prize. If it’s just score bubbles, that would just make me angry.
I noticed that if you hold on to the second grab sensor for too long, you can get squished. You should make the control ungrabbable once it is activated. That way no one gets squished for not paying attention, and no one gets angry.
Instead of a grab sensor to activate the elevator, you may want to consider a proximity sensor that requires all players.
Just a small nitpick, but when you are naming your prizes, make sure that the names are capitalized. Similar to how MM names their own prizes.


http://farm7.static.flickr.com/6009/6196462469_0e41e07663.jpg
It’s like a funny over-sized hat
2011-09-27 04:50:00

Author:
DarkDedede
Posts: 672


Hello DarkDedede,

Do you have some time to check out my level:

PSN ID: Footysingh
Level: The Deadly Assault Course
Genre: Survival

Ahhh lastly there are images and all that great stuff about my level on link in sig.

Many Thanks !
2011-09-28 23:49:00

Author:
Unknown User


http://i1.lbp.me/img/bm/ba1858295843db3a89f81a21e87e2367b0e0f42b.pngRoman Rant (http://lbp.me/v/tkdrh9) by Jalr2d2 (http://lbp.me/u/Jalr2d2)

http://farm7.static.flickr.com/6166/6196972774_5ae71d1045.jpg
Angry Romans! Argh!

CATEGORY: Story
DIFFICULTY: Easy
Last Updated: 26 Jun 2011

PRIZES:

In-Level: 3
Level Completed Gifts: 1
Collected All Gifts: 1
Aced Level Gifts: 1

Prizes Worth MentioningN/A

Prizes Requested: N/A

Summary:

This level was a pleasant romp. Your character is angry at some Romans, for some reason, so he/she/it decides to free the town from their noise. It’s an interesting concept, but the execution is rather basic.

Honestly, I’d have to admit that I didn’t completely hate this level. Perhaps it something to do with me giving out my first four-star score recently, but that doesn’t mean that this level is without its problems. The dialogue is cheesey, but stomachable, the scenerey actually fits the theme (although verging on bland), and the soldier design is pretty cool. Good job on not making the soldiers sackbout cutouts. (I’m actually keeping the soldier as part of my collection, even if you failed to name any of your prizes). There is an intersting stealth mechanic, where in order to get by, you need to hid behind bushes, or the soldiers skirt (yep, under their skirts).

I suppose the biggest problem was that nothing really ends up being accomplished by the main character. Instead of freeing the town, he just moves.



Strengths:


Interesting characters (even if there is only one)
Interesting concept
Prizes actually come from the level.

Weaknesses:


Basic contruction
Initial goal completely ignored
Spelling errors
Prizes not named

Nitpicks:


The dreaded blue background
Aced prize with deathwarp
False advertising


Ratings:

Concept/Originality: 2/5 ★★

Gameplay/Implementation: 2/5 ★★

Level Design/Communication: 2/5 ★★

Aesthetic/Presentation: 1/5 ★

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

OVERALL SCORE: 2/5 ★★ It’s a good start.

[Level not hearted/Author not hearted]

Suggestions


As it goes for scenery, I’d have to say that while you do a decent job making it fit the theme, I think it could use an extra bit of detail. You may want to consider adding different colors to your overall palette, besides white for everything. It really could use something more besides columns and a blue background.
Perhaps I missed something, but I never noticed anyone freeing anything. As soon as my character escaped from prison, he moved to Hawaii. Perhaps this oversight should be addressed? The plot could use some further development. If you want to keep it silly, then keep it silly. However, you really should keep it consistent throughout.
Although your concept is interesting, it’s basically more about its potential, than the actual execution. You really need consider everything within your means to reinforce your theme. Once your character has a goal, it’s kind of a letdown when he just gives up as things start to get interesting.


http://farm7.static.flickr.com/6062/6209670179_95f947bfbb.jpg
Got my very own helmet as a souvenier
2011-09-30 01:41:00

Author:
DarkDedede
Posts: 672


Hey Dede,

thanx so much for the extensive and thorough review. I'm a little flattered that someone is willing to take the time to review my level and give their honest opinion. I, as most, if not all creators strive to be better and no better way than an unbiased review. I will take into consideration your recommendations to improve my level. Again thanks and happy gadding
2011-09-30 19:52:00

Author:
tripple_sss
Posts: 250


Hello mister!

It would be very nice if you could make a review of my level! I really need feedback to improve my skills in creating stuff.
So, here's the link of my level:
New Spheres Act I - 2 : Sour Apple Path (http://lbp.me/v/0fb-t5) (http://lbp.me/v/0fb-t5)
And my PSN: EmilDaRose

Btw: It's a series, actually it has only two levels yet. One is an introducing movie and the second...well, the level, I've just posted!
It's hard and quite long so good luck! :3
2011-10-01 16:02:00

Author:
StarrKable
Posts: 196


Cool, please review mine! It's hard for me to add anything else to it since the thermometer is really full, but tell me if it needs something. Gotta warn ya, this is a very flashy level. The level is the one below.2011-10-02 14:37:00

Author:
Unknown User


http://i8.lbp.me/img/bm/g10513-fc867cac.pngThe Sushi Adventure (http://lbp.me/v/11gjy7) by BluntsMcGhee (http://lbp.me/u/BluntsMcGhee )

http://farm7.static.flickr.com/6115/6209670191_f34641f400.jpg
Sushi Monster! Argh!

CATEGORY: Story
DIFFICULTY: Difficulty
Last Updated:

PRIZES:

In-Level: 5

Prizes Worth MentioningN/A

Prizes Requested: N/A

Summary:

I’m going to say this in the nicest way possible. This level has all the things that I do not miss in LBP1. Odd shaped pieces of basic material, sackboy cutouts, randomly places grabbable circles on strings, and that annoying velvet room music. Oh, and there’s also ceiling grabbing. This level is basically every level that you’ve played before, if you were to play a level random. Much more needs to be done in order to set this level apart from the rest of the 5 million plus levels out there that are basically the same thing, without sushi.

However, to be somewhat fair, the level creator did remember to name their prizes.

Strengths:


Interesting concept

Weaknesses:


Lackluster execution

Nitpicks:


That awful droney groany Velvet Room music.


http://farm7.static.flickr.com/6063/6209670187_a316b269d4.jpg
Sackboy cutouts cannot hide from SackNun

Ratings:

Concept/Originality: 2/5 ★★

Gameplay/Implementation: 1/5 ★

Level Design/Communication: 1/5 ★

Aesthetic/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


This level needs a great big boost of personality. Something that makes it look more than just a random assortment of basic materials.
Choose less annoying music.
You may want to consider adding some sort of story element to the level. It would be nice to know why the player is traversing the level.
2011-10-03 08:20:00

Author:
DarkDedede
Posts: 672


Ok, I've updated the list. Let me know if I've missed anyone.

I can't believe that I've still got a backlog going back to last year.
2011-10-05 00:41:00

Author:
DarkDedede
Posts: 672


Hmm.. I have been needing some feedback on my multiplayer Top-Down RPG Demo & my Top-Down Online Shootout. Mostly because I want to continue the demo & maybe make another Online Shootout knowing what I need to focus on. I'm a fan of constructive criticism and I desperately need some. 2011-10-08 16:55:00

Author:
Tmjtk
Posts: 258


You missed me. Just saying.2011-10-09 14:05:00

Author:
Undarivik
Posts: 442


I did no such thing. You are definitely on the list, unless you gave me the wrong level link.2011-10-10 06:03:00

Author:
DarkDedede
Posts: 672


I did no such thing. You are definitely on the list, unless you gave me the wrong level link.

The level link is right, you had just said you were caught up.
2011-10-10 20:08:00

Author:
Undarivik
Posts: 442


The level link is right, you had just said you were caught up.

Caught up with updating the request list.
2011-10-10 22:27:00

Author:
DarkDedede
Posts: 672


http://i6.lbp.me/img/bm/6a6a9e27efd9034a5b5fce165fdaf799fee7a1c9.pngLBP: Sack-Kart GP (Stage 1) (http://lbp.me/v/yfdwmg) by Odd-Kid (http://lbp.me/u/Odd-Kid)

http://farm7.static.flickr.com/6100/6252019933_c81d5d0002.jpg


CATEGORY: VS-Racing
DIFFICULTY: Simple
Last Updated:

PRIZES: N/A

Summary:

This is a very good looking top down racer. It’s not without it’s design problems though. The control choices are unlike any racer that I’ve played (not that I’ve played that many), there seemed to be too many laps, and the length of the course seemed too long for the required number of laps. I suppose the biggest problem for this racing course is that there really isn’t much to keep the player engaged for 5 laps of the exact same thing. I can really tell that effort did go into the construction of the level, I just wish there was a more effective hook in its design.

Strengths:


Start Menu
Interactive elements
Nice scenery


Weaknesses:


Turns were very unforgiving
Button choices for controls were strange.
Too many laps
Monotony

Nitpicks:


Generic font for start menu
Music choice did not thrill me

http://farm7.static.flickr.com/6050/6252019939_48faefe0d1.jpg
Playing all by my lonesome is not very fun...

Ratings:

Concept/Originality: 3/5 ★★★

Gameplay/Implementation: 2/5 ★★

Level Design/Communication: 3/5 ★★★

Aesthetic/Presentation: 3/5 ★★★

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

OVERALL SCORE: 3/5 ★★★ A solid start.

[Level not hearted/Author not hearted]

Suggestions


It’s a very solid level. I my biggest suggestion for future alterations would be to dream up ways to keep your audience engaged, and keep them from growing bored mid playthough.
I enjoyed the interactive elements that you had in the game, such as the smoke and the splashing water. You should consider adding more of those fun elements to the stage. For example have barrels that the player can crash into, speed boost panels, or even make part of the track shallow water. This will help to immerse the player into the environment.
I noticed from the other feedback that you’ve received that the track has far too many required laps. My suggestion would be either to lower the number of required laps, or add different elements or obstacles after each lap, to make each lap different than the previous one. This will help to keep your player surprised and interested in what will happen nexted. If the player knows that they will only expect more and more of the same, then they will get bored quickly.
I am also curious as to the reason why you chose to use the triggers for acceleration & reverse. Not that I’ve played too many racing games, but the ones that I have played usually go choose X & O for the controls. You may want to consider using a more standard control scheme, since a majority of players are already accustomed to it.
2011-10-15 01:20:00

Author:
DarkDedede
Posts: 672


http://ib.lbp.me/img/bm/88be9699187238a7b15e8872ee5a100f9047c738.pngParty at the Zoo (http://lbp.me/v/vwe5q2) by Sporkchops (http://lbp.me/u/Sporkchops)

http://farm7.static.flickr.com/6180/6256130037_085ab8a159.jpg
PEGI does not approve.

CATEGORY: Story
DIFFICULTY: Hard
Last Updated: 22 Dec 2010

Summary:

Perhaps I may be in the minority here, but this level is pretty decent, for a LBP1 level. The characters are fun, the concept is interesting, and the music actually adds to the atmosphere. Of course, that doesn’t mean that it isn’t without it’s problems (of course).

What I’m sure will be a huge turn off for majority of players is the level of difficulty. Some obstacles require near ninja skills (in comparison to your average LBP-fare). On top of that, at certain points in the level, there are really no visual indications do direct the player on how to get to the next area of the level. The first occurrence of this type of problem is right at the beginning.

The problem with making things too difficult, especially at the beginning, is that the player will be immediately turned off to your level, and go elsewhere. It is important to hook them at the beginning, and make sure that each challenge is more interesting than the last. Then there is a better chance that they will play all the way through. If they leave your level, then odds are they won’t be finishing it (duh).

Strengths:


Fun concept
Fun animal designs
Prizes are fun (and named)
Good music choice

Weaknesses:


Difficulty is too high for most
Lack of direction
Difficulty & Length will cause players to lose interest

Nitpicks:


Hazards really don’t fit the zoo theme

http://farm7.static.flickr.com/6179/6256130039_5417e15478.jpg
Strange to find this in a sewer

Ratings:

Concept/Originality: 3/5 ★★★

Gameplay/Implementation: 2/5 ★★

Level Design/Communication: 2/5 ★★

Aesthetic/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


You should focus on making your designs more user friendly. The player isn’t going to immediately know where to go next, especially since your audience will have a wide range of potential play skills. Visual cues, even subtle ones, will help the user traverse your stage.
Another potential problem that I noticed was the difficulty of your obstacles. There were a lot of long leaps of faith and swinging that required proper timing. I would consider balancing risk with reward. Personally, I thought your obstacles were rather creative. However, it seems somewhat silly to put the player though such a gauntlet of a level, just to get to some secret party.
Be more careful with the consistency of your visuals design of your level. A lot of the hazards seemed out of place for a zoo level (spikes, fire, etc). The level and the theme just didn’t seem to go together. If you changed the theme entirely, the design could possibly be more successful.
I did notice that your level seemed a bit long. You may want to consider breaking it up into different levels, where you would devote a level to each area. That way it would give you the chance to develop the story and aesthetic more for each area, and your won’t run the risk of having your player grow tired or bored mid level. It would leave them with the option of taking a break, and continuing where they left off.

http://farm7.static.flickr.com/6239/6256130043_6246cdee86.jpg
Failure...
2011-10-15 01:33:00

Author:
DarkDedede
Posts: 672


http://i0.lbp.me/img/bm/a20c5f6afea70508a827ca209c20ad9cb04ab9e3.pngThe Minty Green Factory Part 1 (http://lbp.me/v/2y05fs) by DarrienEven (http://lbp.me/u/DarrienEven)

http://farm7.static.flickr.com/6214/6313989328_eb74650a26.jpg
Yep, it’s that minty.

CATEGORY: Platformer
DIFFICULTY: Medium
Last Updated:

PRIZES:


Prizes Worth Mentioning: The Bubble & Bubblinator ♥



Summary:

Wow, another level that I’m impressed with. This level is a platformer with a rather minty theme. The concept is rather interesting, it’s engaging to look at, and the bubble mechanic has loads of potential.

The star of our show is the bubble mechanic that is incorporated throughout the level. These bubbles act as platforms. The bubbles come from the minty vats of goo, and your Sack-avatar can actually stand on the bubbles (lots of fun). Just when you start wishing (and I did) for a creatinator that produces bubbles, the designer does just that (it’s like he read my mind :eek

Now for the bad news. Just as things start to get good (Bubblinator FTW), the level design takes a turn towards the uninspired, and ends. I really wish the challenges with the hat were a bit more on the creative side. It really gave off that 5-star concept in a 3-star level kind of feeling. Of course, any problems that this level may have could simply be resolved with a bit more development and thought.

I did notice that the designer is working on a part two, and maybe the challenges will be more interesting there. I suppose then he’s going to have to make sure that the two compliment each other, as a series. Of course that’s a bridge that seems too far off to make any judgements now.

Strengths:


Visually engaging
Visual cues for direction
Bubbles
Bubblinator
Generous with prizes.

Weaknesses:


No real story (yet?)
Last part of level somewhat uninspired.

Nitpicks:


Intro is lacking (Why are we breaking into the factory?)
Make sure all of your prizes are named (please)

http://farm7.static.flickr.com/6101/6313989332_15986cd909.jpg
That’s all folks.

Ratings:

Concept/Originality: 4/5 ★★★★

Gameplay/Implementation: 4/5 ★★★★

Level Design/Communication: 4/5 ★★★★

Aesthetic/Presentation: 3/5 ★★★

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

OVERALL SCORE: 4/5 ★★★★ I’m a sucker for mint

[Level hearted/Author hearted]

Suggestions


As I’ve said before, the level design with the bubblinator doesn’t really have the same consistency of the rest of the level. It almost seems rushed (and squished). I’m not suggesting that you make the challenges any harder, as it is the players’ first introduction to this device. However, I would think that the areas should be as open and fun as the areas that came before it.
I’m sure this goes without saying, but keep working at improving your visuals. Developed visuals would give this level an extra boost of character. You may want to consider making te visual structure of your level more interesting to look at. Many areas seemed to be one solid color. Make it mintier!
You may want to consider thinking of a better intro for your level. The series may not need a plot (yet), but you should consider presentation outside the level, as much as you do inside. Remember, the intro is one of the first things the a potential player sees when they come across your work.
Keep striving to improve. What you have done is very impressive, but always work at being a better designer than you were yesterday.

http://farm7.static.flickr.com/6100/6313989330_3de0148b9a.jpg
All hail the bubble!
2011-10-15 01:37:00

Author:
DarkDedede
Posts: 672


Hi DarkDedede,

When your ready would you review Highway Encounter?

"An alien force is taking over. Only the Lasertron is powerful enough to destroy them. Using your Vorton clear a path along the highway and get the Lasertron to the alien base."

lbp.me link (http://lbp.me/v/1bn27g)
youtube walkthrough (http://www.youtube.com/watch?v=P_HGzhwol8s)
2011-10-15 10:06:00

Author:
stuk71
Posts: 86


In case anyone is interested (or cares), I've started a Twitter feed http://twitter.com/darkdedede

We'll see how it works out.
2011-10-17 04:25:00

Author:
DarkDedede
Posts: 672


http://i4.lbp.me/img/bm/b345c414d7e704cce285846b4b3d4301334fb2ef.pngTurtle vs The Volcano (http://lbp.me/v/xx086c) by AceMcMann (http://lbp.me/u/AceMcMann)

Review cancelled.
2011-10-18 07:46:00

Author:
DarkDedede
Posts: 672


Hey guys,

I'm looking for feedback on things I can do to improve my reviews. Besides being more timely with their delivery, might there be anything that I could do to make them more effective? Are there some things that can be added, fluff that should be removed, or are things fine the way they are? Any feedback would be appreciated.

Thanks.
2011-10-19 03:45:00

Author:
DarkDedede
Posts: 672


No feedback? Is anyone interested in my reviews? I know I let the backlog get a bit too big, but it defeats the purpose of writing these reviews for someone if the person that made the request isn't active any more.

Let me know if you're still interested in getting a review. Otherwise, I just may clear the entire thing, and start with an empty list.
2011-10-27 02:45:00

Author:
DarkDedede
Posts: 672


I really like your reviews! Very detailed and helpful!

That's why I asked you to do a review on my level, to know what I can do better!
As you can guess I still want my review! :3
2011-10-27 11:46:00

Author:
StarrKable
Posts: 196


I still want mine too. By the way, if you are clearing the slate, maybe make a new thread.2011-10-27 20:11:00

Author:
Undarivik
Posts: 442


I'm not planning on clearing the slate. I'm just trying to think of an effective way to tackle this huge list. I may give certain levels, where the creator is actually still active, higher priority. I'm just not too thrilled to fulfill a request where the person that made the request hasn't been active since the time they made the request.2011-10-27 20:30:00

Author:
DarkDedede
Posts: 672


I'm still playing LBP2, I'm terribly slow at creating.I've been checking this thread all the time though.2011-10-27 22:57:00

Author:
DarrienEven
Posts: 217


Hello

I'd love a review if at all possible. I can't improve if all I get are generic comments. Lol Your opinion would be appretiated. Thanks.

PSN General_Ownage
LEVEL The Wandering Mind
2011-10-29 21:36:00

Author:
Unknown User


Id still like my level to be reviewed, I just didnt want to pressure you into doing it 2011-10-29 23:43:00

Author:
Unknown User


I've been a bad bad reviewer. Whenever I have the time, I don't have the motivation. Whenever I have the motivation, I don't have the time. Real life issues and all that jazz. I did just graduate (excuses, I know).

I'm not going to make any promises, but I am going to try my best to get back on task with this thread.
2011-11-02 05:45:00

Author:
DarkDedede
Posts: 672


wow, thanks so much for the review! It wasn't as harsh as I anticipated, lol. I definitely agree with the criticisms you've listed though, hopefully I'll be able to work on focusing and streamlining my levels in the future. Thanks man 2011-11-02 05:56:00

Author:
Sporkchops
Posts: 48


http://i0.lbp.me/img/bm/f0058fc8db92c01b375db5cf5d9be479d37e653a.pngDefend the Castle! (http://lbp.me/v/xvwk6j) by Hotwlngz (http://lbp.me/u/Hotwlngz)

Review cancelled.
2011-11-04 21:29:00

Author:
DarkDedede
Posts: 672


http://i3.lbp.me/img/bm/60309b628c2582b88bf0be115f0aa8e3dcbfc14a.pngDiggin g for Inventizite (http://lbp.me/v/zd1d-b) by Edeslash (http://lbp.me/u/Edeslash)

Review cancelled.
2011-11-04 21:46:00

Author:
DarkDedede
Posts: 672


http://i0.lbp.me/img/bm/g121960-350ff9a6.pngUncharted Drake's Fortune Part 1 (http://lbp.me/v/4kks-k) by YUBOY3 (http://lbp.me/u/YUBOY3)

Review cancelled.
2011-11-04 21:48:00

Author:
DarkDedede
Posts: 672


http://id.lbp.me/img/bm/d5d25dce064bdd2ae4ba7d36f73bc28a3286b274.pngROCK BAND (http://lbp.me/v/w24eg1) by Nichrome_Dragon (http://lbp.me/u/Nichrome_Dragon)

Review cancelled.
2011-11-04 21:51:00

Author:
DarkDedede
Posts: 672


Triple Posting?!2011-11-04 22:02:00

Author:
Valeview
Posts: 1581


This is my review thread. I always do one post per review. No one has been hurt by my consecutive postings.

Have a nice day.
2011-11-04 22:09:00

Author:
DarkDedede
Posts: 672


Thanks a bunch for the review Dark. Lemme tell you off the bat that the next part is a LONG LOOONNNGG ways off. I've actually sort of made it 2 times already but wasn't pleased with either iterations. I only want to put out stuff I'm happy with.2011-11-05 04:23:00

Author:
DarrienEven
Posts: 217


Well don't sit on it for too long. Sometimes the best feedback comes from someone looking at it with a fresh pair of eyes. Plus, you really won't have a good idea on where to improve unless you have other people playing it.2011-11-05 08:42:00

Author:
DarkDedede
Posts: 672


Hi. I'm not sure whether you're still accepting requests, but if you are, can you please review this level?

http://lbp.me/v/76qce0

Thanks!
2011-12-04 13:30:00

Author:
Unknown User


I am, I just haven't been that timely when it comes to completing them (I'm a terrible person, I know). I've been in somewhat of a LBP sabbatical, and playing other games.

It's funny how when I'm criticizing certain design choices in LBP community levels, for my reviews, I see the same mistakes from the other games I play, and these games are made by professionals. I blame all you people for having me grow standards.
2011-12-05 07:05:00

Author:
DarkDedede
Posts: 672


Not a terrible person, this aint a full time job. Take as much time as you want with it. Besides, if my level got reviewed straight away it wold have got a shambolic review, ive made it 100x better in every way since I first asked for a review.2011-12-05 20:47:00

Author:
Unknown User


Hi all. Planning on getting some new reviews posted soon.

For those that have requests for me from before, let me know if you're still interested in a review. Even though I plan on reviewing them all, I'm going to give higher priority to those members that are still active.
2012-01-25 00:06:00

Author:
DarkDedede
Posts: 672


I would like it if you could review my level. It is called The House of 1000 Skulls and there is a sub level called 6 Rooms of Sacrifice along with it. I love your reviews and would love to hear what you think! Thanks!2012-01-25 07:20:00

Author:
xiSiCx
Posts: 125


http://i3.lbp.me/img/bm/d73bf186c63e2f09cfab2132e85ede4465602a38.pngThe House of 1000 Skulls (http://lbp.me/v/pefjx3) by xiSiCx (http://lbp.me/u/xiSiCx)

http://farm8.staticflickr.com/7143/6774264977_754c4e4a88.jpg


CATEGORY: Haunted Labyrinth
DIFFICULTY: Long
Last Updated: 25 Jan 2012

PRIZES:
http://farm8.staticflickr.com/7019/6774504549_3e76e039d4_m.jpg
Trophies!

Summary:

So I woke up in this unfamiliar place, and apparently I’ve been kidnapped. I suppose since someone has gone through all the trouble, I may as well get out to live (and to review another day).

As I am doing my best to navigate all the puzzles (and tolerate the stairs), the question that I’m asking myself isn’t whether or not I have what it takes to escape this level. The real question is does this level have what it takes to make me want to escape again?

Strengths:


Title sequence was a nice touch
Nice variety of puzzles
Everything did work.

Weaknesses:


Lack of direction leads to confusion
Constant backtracking can become tedious
Level may be a bit too long for some

Nitpicks:


Stairs are annoying
Some text was not up long enough to read
I saw nowhere near the number of skulls promised in the title (false advertising)

http://farm8.staticflickr.com/7006/6774264979_04f19a710b.jpg
After all those stairs, it was tempting... (I kid, I kid)

Ratings:

Concept/Originality: 3/5 ★★★

Gameplay/Implementation: 3/5 ★★★

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 ★★

[Level not hearted/Author not hearted]

Suggestions


This level can use more work in the area of personality and atmosphere. It’s by far not the worst level level I’ve ever played. However, I think that investing more into the visual aesthetics can really make it shine. It would definitely give it something to make it stand out from all the rest of the haunted mansion type levels out there.

Some extra hints could help the player navigate a bit easier. Even if it’s subtle, any type of visual cue would be a welcome addition to the level. The problem I had with the text hints was that they would only show up once. Sometimes I would miss them completely (if I wasn’t paying attention, or pressed the button too soon). A more permanent reference for hints would be very helpful

Just a suggestion, but you may want to change up the music as the player progresses through the level. It may help set the mood, and to make the experience a bit more engaging.

I’m not sure if I’ve ever mentioned it before, but I really hate the font choices that are available in this game. I’m sure you’re creative enough to assemble your own letters to fit the scenery. The bland black-letter type just doesn’t seem to fit.

Your level wasn’t bad. It’s was actually fairly decent. However, I did see many areas that could use some improving. Moving forward, you (and anyone else reading this) should consider the following, when making your future design choices.

First, is your work engaging enough for the player to want to play actually want to finish it? What have you done to ensure that you get your players attention once they’ve stumbled onto your work? Assuming you were lucky enough to get the players attention, what have you done to ensure that you keep their attention? What fun and challenging experience have you provided that will make your player more willing to not only stay in the level, but to actually stay long enough to see what’s in the next room?

Now, I understand that you may want your level to be challenging. However, you should also take care in making sure that your player is actually enjoying the challenge. Frustrate with caution, and in moderation. Not every player is as patient and willing to muddle through a puzzle as I am. Odds are, given the right amount of frustration, most will simply leave the level, never come back, and not lose any sleep in the process.

Second, is your level fun and engaging enough that the player will want to go through the entire thing again (replay value)? Assuming you kept the player engaged, all the way to the end, did you give them an experience worth their time? If not, what can be improved?

Just a couple things to chew on. I hope that you find some insight in the advice I have given.
2012-01-28 04:42:00

Author:
DarkDedede
Posts: 672


The name of the level is Playstation Home Beta it's like the real one and it would be nice if you could review it because I'm making a new free roam and I want feedback on this one so I know what I did wrong and did right
Here's the link to lbp.me
http://lbp.me/v/3bnkb8
2012-01-28 06:10:00

Author:
HBK89
Posts: 51


Can you review my level?
http://lbp.me/v/5k2md1
2012-01-28 17:28:00

Author:
Cobaltor
Posts: 222


If you could review my level in this thread here:

https://lbpcentral.lbp-hub.com/index.php?t=67283-Waterworkz-(Fixed-and-remastered)

It would be much appreciated!

UPDATE: It occured to me it wasn't you who reviewed it before. So if you wouldn't mind reviewing it it'd be awesome!

Here's the lbp.me link if you don't feel like going to the thread:

http://lbp.me/v/7fwfw2

Thanks!
2012-01-28 18:26:00

Author:
hellfire
Posts: 78


My level, Megaman music 2 still needs a review :3 thanks.2012-01-29 19:20:00

Author:
Unknown User


http://i3.lbp.me/img/bm/443da40b71e013bec9e7839e6b1cdf783a14689f.pngMegama n 2 Music (http://lbp.me/v/0945nb) by Hes_A_Lop (http://lbp.me/u/Hes_A_Lop)

http://farm8.staticflickr.com/7020/6803767873_5cc7b805f1.jpg
Woodman. Yay!

CATEGORY: Gallery
DIFFICULTY: Simple
Last Updated: 07/Dec/2011

PRIZES:
Music and Stuff

Summary:

This is a music gallery level. So far there is a series of four levels, displaying the soundtrack from the first four Mega Man games (NES). From what I’ve checked, the music is pretty spot on. The composer does a great interpretation of the music.

That said, I think that this gallery could be improved in areas of both interactive and usability. The design is very good, as is. However, I feel that more can be done to not only make it more user-friendly, but also make the experience much more engaging.

Strengths:


Megaman Music
Visual theme is loyal to the series

Weaknesses:


Nothing else to do, besides listen to music

Nitpicks:


Platform area in beginning seemed a bit pointless.

http://farm8.staticflickr.com/7005/6803767861_e1db7d09c1.jpg
Why is this here?

Ratings:

Concept/Originality: 3/5 ★★★

Gameplay/Implementation: 2/5 ★★

Level Design/Communication: 3/5 ★★★

Aesthetic/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 hearted]

Suggestions


I realize that you chose the teleporter area, since it is the same in the actual game, but I really wasn’t that fond of it. It would have been nice if there was some indication for which boss the teleporter took you to. It would have also been nice if there was some indication of what rooms that I’ve already been to. It would help prevent going to the same boss room twice.
Work on ways to make the navigation easier. I would even dare to suggest scraping the teleporter room altogether. I would try to design a menu select interface, similar to the boss selection screen. You already have the assets, all that you would need is to work out the programming.
I would do something with the black background. It would make the experience more visually engaging. Music is nice, but having something more to look at would add to the nostalgia factor.
As for the pixel visuals, again, I realize you did it for nostalgia and all that. However, I think it would be neat if you could find a way to build each boss theme room with actual LBP materials. It would be an interesting experiment to see if you could successfully fuse the two styles. I know you put a lot of work into your pixel stickers. I just think it would really make the visuals pop if you could pull it off.
Try to implement the controlinator so that you don’t have to use the teleporter room. For example, pressing R1 or L1 will teleport the player to the next room. Shortcuts are always a welcome addition to any navigation. This is a music gallery, after all. Try to make it work like an actual playlist. Oh, and don’t forget to label your controls so they display on screen.

http://farm8.staticflickr.com/7015/6803767879_7c35ac518d.jpg
Exit
2012-01-30 07:18:00

Author:
DarkDedede
Posts: 672


The request list has been updated. Let me know if I missed your post.2012-02-02 07:24:00

Author:
DarkDedede
Posts: 672


http://i7.lbp.me/img/bm/g119440-e670f1f1.pngDa Vinci's Request (http://lbp.me/v/6kn7jb) by spartanfan867530 (http://lbp.me/u/spartanfan867530)

http://farm8.staticflickr.com/7045/6879590515_cec186cda9.jpg
Boss

CATEGORY: Story
DIFFICULTY: Medium
Last Updated: 15/Nov/2011

PRIZES:
The level creator calls you “stupid”

Summary:

So this is a story level. At first it starts out interesting. However, as the level goes on, it really starts to loose it charm. Then the level creator says something to the effect of “and in the end, no one cared.” I’m not sure if that was the reaction he should be going for when designing a level.

Unfortunately for him, I want to care. I see potential in this level. However, smarter design choices need to be made to make sure the player experience is a pleasant and enjoyable one. Of course, stuff like that comes with experience.

Strengths:


Rainbow Giraffe Collecting.
Interesting implementation of ceiling swinging

Weaknesses:


Theme could use some work.
Story wasn’t very consistent
The lies were a bit confusing

Nitpicks:


I do not like groany droney Velvet Room music.
Higginbotham dialogue was a bit out of character.

http://farm8.staticflickr.com/7181/6879590523_617911ac53.jpg
Another boss, with explosions

Ratings:

Concept/Originality: 2/5 ★★

Gameplay/Implementation: 2/5 ★★

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 ★★

[Level not hearted/Author not hearted]

Suggestions


I did like the part where you introduced the concept of ceiling swinging. It might be helpful if you had some background imagery to reinforce the concept. You know, something that doesn’t lie to your player. If you need examples, just reference the original Da Vinci levels.
I did enjoy the theme of beginning of the the levels, I just feel that it needs a bit more character. Blank black boards are boring.
You should focus on giving the other parts of your level the same type of visual appeal. I do like the idea of the dark part of the level, but I want to want to know what’s hiding in the dark. From what I saw there really wasn’t anything hiding.
As you get more experience when programming in LBP2, you should seriously rethink your bosses. Of course, I’m sure you knew that already.
Give the option to escape Da Vinci’s song. Not everyone will want to sit through that.

http://farm8.staticflickr.com/7055/6879590527_1b29f78edd.jpg
Let me out!
2012-02-02 08:24:00

Author:
DarkDedede
Posts: 672


Hello there DarkDedede. I would like you to review my 8-Bit Wonderland DEMO. Yes, I've had a few review of my DEMO on this website before, but I added a new score attack feature, and I would love it if you'd review my DEMO. Thanks you http://lbp.me/v/7qfbxv

http://i1.lbp.me/img/fs/291fa4ec9f2ea3f25bedd0a74e904d4526c4c6b3.jpg

http://ie.lbp.me/img/fs/e6e567205c606b2b6831b2949b4fce21e0ad4161.jpg

http://i8.lbp.me/img/fs/9b80f25fdfbe05c50c440ba434aa0f0f8ab16c09.jpg
2012-02-02 22:56:00

Author:
Unknown User


Hi all,

I'm in the process of thinning out my request queue. I'm going to give priority to those users that are active on the forums. Therefore, any request where the user that has not been active since last year will be put into the cancelled list.

Update: Inactive users have been purged from the review queue. It's all so much more bite sized and manageable now.
2012-02-15 07:14:00

Author:
DarkDedede
Posts: 672


Hi all,

I'm in the process of thinning out my request queue. I'm going to give priority to those users that are active on the forums. Therefore, any request where the user that has not been active since last year will be put into the cancelled list.

Update: Inactive users have been purged from the review queue. It's all so much more bite sized and manageable now.

Good to see you are still going at this. I am curious to see what you have to say about my RPG, so Ill probably see you soon in a couple weeks. I respect honest feedback.
2012-02-15 21:44:00

Author:
Rpg Maker
Posts: 877


http://if.lbp.me/img/bm/g11649-64f21a8f.pngSpace Mini Level (http://lbp.me/v/26yy09) by jrichards16 (http://lbp.me/u/jrichards16)

http://farm8.staticflickr.com/7041/6884656417_377c22ee46.jpg
Harvesting stuff

CATEGORY: Mini Level
DIFFICULTY: Simple
Last Updated: 11/Sept/2011

PRIZES:
Xavier (he’s blue)

Summary:

Well it definitely wasn’t false advertising. This is a mini level. Unless I played it wrong, I finished it in a couple minutes. It’s a pretty solid concept, but it’s more of a prototype than a full level. The best part is that everything seemed to work. What the designer needs to do, moving on, is develop this idea more to add to the player experience.

Strengths:


Interesting concept
Everything worked

Weaknesses:


Very short.

Nitpicks:


Unavoidable intro

Ratings:

Concept/Originality: 3/5 ★★★

Gameplay/Implementation: 2/5 ★★

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 ★★

Suggestions


I think I’m pretty much repeating what was said in the level comments, but you really should develop the level more, in both gameplay and aethetic.
Give the option to skip the intro. People that may play it a second time probably won’t want to sit through it all over again.
Label your controls. That way, those of us that weren’t paying attention during the intro will have a good idea of what they’re supposed to do.
If you are in need a some ideas, try some competitive analysis. Try out other games or LBP levels that are similar to this concept. Pay attention to what works, and what doesn’t. It may help give you the inspiration on what to work on next.

http://farm8.staticflickr.com/7190/6884656405_994b0c5913.jpg
I am blue...
2012-02-16 05:06:00

Author:
DarkDedede
Posts: 672


Do you review objects? If so I would like a quality review on the new mePod v.8.0

http://lbp.me/v/93kd-x

Here is a pic:

http://i6.lbp.me/img/ft/e76cd20f859f2ca5da6936d6dbba0df2a1ee69b2.jpg
2012-02-16 05:41:00

Author:
sascha_winter
Posts: 163


The level creator calls you ?stupid"



I don't remember saying that...

Then the level creator says something to the effect of ?and in the end, no one cared.?

I said that becuase no matter how good I made this, it wouuld get about 30 play tops. Also, this was made for a contest, and the person running the contest didn't even bother to update the forum with the results!

Anyways, thanks for the review. It took you awhile, but it was nice to get some feedback. <3
2012-02-16 21:05:00

Author:
Undarivik
Posts: 442


I don't remember saying that...


I said that becuase no matter how good I made this, it wouuld get about 30 play tops. Also, this was made for a contest, and the person running the contest didn't even bother to update the forum with the results!

Anyways, thanks for the review. It took you awhile, but it was nice to get some feedback. <3

You said it in your prize message somewhere. I think.

As for the time it took to get to the review. That is entirely my fault. I apologize. As I said in your review, I do want to care. I am figuring out ways to get them done in a more timely manner. Feedback doesn't do anyone any good if it takes 6 months+ to get it.
2012-02-16 22:11:00

Author:
DarkDedede
Posts: 672


Hey there DarkDedede! Did you end playing my 8-Bit Wonderland DEMO? If you did, how was it?2012-02-16 23:50:00

Author:
Unknown User


http://ie.lbp.me/img/bm/caef20029f4c43f3571e5f194bce5e6aba7cd0fa.pngChrist mas In Snow World!! (http://lbp.me/v/8mb63p) by CATSRULE26 (http://lbp.me/u/CATSRULE26)

http://farm8.staticflickr.com/7177/6888981949_f0c1c62a90.jpg
It’s a Wintery Wonderland!!

CATEGORY: Story
DIFFICULTY: Easy
Last Updated: 22/Dec/2011

PRIZES:
Two players required

Summary:

I would have to admit I was pleasantly surprised with this level. The visuals were charming, and were entirely appropriate for the level, and the design was rather fun too. It really delivered in that area. It’s not too often I come across a level of this type of aesthetic charm.

My only disappointment was nothing really happened. No story, no surprises, no music to imply a change in mood. Even the ominous looking character just stood there looking ominous. It was rather like walking through a hallway full of lovely art. Sure everything looks nice, but there really isn’t much to engage the audience.

Strengths:


Solid visuals
Solid level design

Weaknesses:


Where’s the beef?

Nitpicks:


One bridge had stairs (boo), and one bridge was a ramp (yay)

http://farm8.staticflickr.com/7208/6888981963_327dab4b9e.jpg
Who is she? She seems interesting.

Ratings:

Concept/Originality: 3/5 ★★★

Gameplay/Implementation: 3/5 ★★★

Level Design/Communication: 3/5 ★★★

Aesthetic/Presentation: 4/5 ★★★★

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

OVERALL SCORE: 3/5 ★★★ Keep it up!

[Level not hearted/Author not hearted]

Suggestions


This deserves a good shot of personality. Perhaps some characters, or a story would suit it nicely. Not to say that those are necessary, but the entire experience was a bit bland. Something needs to be further developed to make sure that your audience is engaged in the experience, are are more than just witnesses to your work.
Change up the music, depending on the area. From what I noticed, there was one song playing throughout.
Try to keep your text boxes to a max of three lines. It makes it easier to read. I know there was only one in the level, but it is a nice habit to have.
You may want to consider removing the text box a the beginning of the level, since you already thank everyone in the level description. It just seems a bit redundant.

http://farm8.staticflickr.com/7200/6888981953_cc1aedcf03.jpg
2012-02-17 00:21:00

Author:
DarkDedede
Posts: 672


http://ic.lbp.me/img/bm/bcc8be55a9aa8282442bb8efff95ce2d2458a59c.pngHop to it! (http://lbp.me/v/14110b) by Mnniska (http://lbp.me/u/Mnniska)

http://farm8.staticflickr.com/7053/6889205061_07c383f193.jpg
Our adventure begins

CATEGORY: Obstacle Challenge
DIFFICULTY: Medium
Last Updated: 19/Jul/2011

PRIZES:
None. Boo!

Summary:

Now this is a level where the designer puts a great deal of thought and effort into their craft. This is an example that shows me pretty much everything I’m looking for in a level, and ends up giving me a great engaging gameplay experience. The level has personality. The characters are interesting. The story is well developed. The pacing is superb. The designer even introduces not one, but two different gameplay mechanics, and does it quite well.

Of course, that’s not to say this level can’t be improved. It’s obvious that major parts of the level have already been well developed (concept, aesthetic, gameplay, etc). Now we can focus on polishing those key areas that need it the most. These may seem like minor nitpicks in comparison (maybe), but its this extra attention to detail that makes the gameplay experience really shine.

Now, since I now know that this designer is so capable, I hope he won’t object to me giving him plenty of things to think about, moving forward. Let’s get to the feedback.

Strengths:


Story
Character Design
Personality
Pacing
Consistent Theme

Weaknesses:


Some transition bugs

Nitpicks:


Wasn’t too crazy for only having one chance to win the race.
Lights turning on/off with layer changing was annoying.
Camera was a bit jerky.
Logic showing seemed a bit sloppy


http://farm8.staticflickr.com/7038/6889208245_e7de908db6.jpg
...in case you didn’t notice.

Ratings:

Concept/Originality: 5/5 ★★★★★

Gameplay/Implementation: 5/5 ★★★★★

Level Design/Communication: 5/5 ★★★★★

Aesthetic/Presentation: 4/5 ★★★★

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

OVERALL SCORE: 5/5 ★★★★★ :eek:

[Level hearted/Author hearted]

Suggestions


At the start of the level, if I hold the right direction, after the multiplayer check, I don’t fall into the next section. I end up on top of it. Fix it please
Try to mindful of the title safe area (http://en.wikipedia.org/wiki/Safe_area_%28television%29) on the screen. If your title is too close to the edges of the screen, it may not always fit on everyone’s TV screen (like it did mine).
It might be a good idea to label your controls. Since the controls differ from the default controls, it takes a bit of time to get used to. It would be a helpful reference on screen while playing.
Try to keep your dialogue boxes to maximum of three lines. Makes for a much easier read.
I noticed that a lot of your logic was showing. You may want to consider replacing it with elements that better fit the scene. It may help to improve the overall aesthetic.
The weakest part of the level was the area with the burning pillars. The design didn’t bother me, as I enjoyed the changing layout. However, the look was very blocky and standard fare. You should think of ways to make give it the same personality as the rest of the level.
You should also put a guard rail at the start of the burning pillar area. When I first got there, I would always end up falling into the pit.
http://farm8.staticflickr.com/7191/6895326951_e6989eb299.jpg
The logic transitions seemed a bit too basic for this caliber of level. I would suggest thinking of some more creative transitions. Again it would help the overall aesthetic to be more fun.
The last scene, after winning the race, was completely dark. Fix it please.
It would be nice if there was a faster way to get through the cutscenes. The player should have the option to skip dialogue, especially if they are playing through it the second time around.
Losing the race is no fun. However, the scene for losing was kind of meh. You should think of ways to give the losing scenario more personality. Make losing a bit more fun, if that makes sense.


http://farm8.staticflickr.com/7190/6889208239_c5493ac567.jpg
Queenie should be happy that her level got such a high rating.
2012-02-17 01:13:00

Author:
DarkDedede
Posts: 672


http://i9.lbp.me/img/bm/469fa9207288aa9324abe15a178626bd5203fec6.pngPinocc hio (http://lbp.me/v/63mvjf) by papanurgle123 (http://lbp.me/u/papanurgle123)

http://farm8.staticflickr.com/7040/6900472315_9fe0b3a7f4.jpg
Gepetto does his dance or darkness.

CATEGORY: Story
DIFFICULTY: Medium
Last Updated: 21/Jan/2012

PRIZES:
Nope

Summary:

This is a rather interesting level. If I remember correctly, this level was supposed to put a dark spin on a classic Disney story. This level does put a dark spin on the story. The dialogue, especially the intro is rather charming, and the pacing is pretty good. This level is probably not suitable for the kids, as it’s not the most PEGI-friendly level.

Now, I do have one nitpick that does bother me about this level. While it’s obvious that this is a dark spin on the Pinocchio story, I really don’t see too much parallel with the Disney rendition of the the tale. It would have been interesting to see how successful the level would have been in comparison, if this detail was kept in mind. Of course, now that the contest is over, everyone can enjoy it for what it is. No comparison required.

Strengths:


Story elements
Cinematic elements
Does a very good job at being dark and ominous

Weaknesses:


Not for the kids.
Audio quality sometimes ruined the mood.
Some areas were too dark.

Nitpicks:


Grabbable floors interfered with controls.
Repetitive music became annoying

http://farm8.staticflickr.com/7177/6900472329_a9e1db22e1.jpg
Yeah, PEGI would not approve (play the level, and you’ll know what I’m referring to).

Ratings:

Concept/Originality: 4/5 ★★★★

Gameplay/Implementation: 3/5 ★★★

Level Design/Communication: 4/5 ★★★★

Aesthetic/Presentation: 4/5 ★★★★

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

OVERALL SCORE: 4/5 ★★★★

[Level not hearted/Author not hearted]

Suggestions


The last cutscene didn’t have subtitles. Fix it please
Be more creative with lighting. I know that the level is supposed to be dark, but the aesthetic shouldn’t hinder my ability to navigate through the level. You can still have the scene be dark, but have the player be able to see where they are going.
Some of the areas of the level were a bit too monochromatic. Pretty much to the point where the platforms didn’t contrast with background. I really had to stare to see where the platform was, and what was the wall. Needless to say, there was a lot of falling.
I know recorded audio quality is an issue in the game, but you really need to be careful that it doesn’t affect the experience in a negative way. If it isn’t helping you with your solution, then it is part of the problem. Therefore, you need to be creative with the limitations of the tools that you are provided to maximize the experience for your audience.
You should consider changing up the music to help set the changing moods in the level. There’s a long repetitive section of your music that just became really grating on my nerves. Plus, having the same music though out got a bit boring.
Some of your floors were made of grabbable materials. You should make sure to make them not grabbable, esepecially in the areas where the player needed to drag things.

http://farm8.staticflickr.com/7194/6900472347_372b115ee4.jpg
2012-02-17 01:17:00

Author:
DarkDedede
Posts: 672


Thank you so much for the helpful review and suggestions. I'd surely make the improvements that you listed but it's kinda impossible because the the thermo was full. I was gonna add a story and more characters but the thermo said "LOLNOPE!!".
Again though, thank you so much. I greatly appreciate it.
2012-02-17 02:48:00

Author:
Unknown User


Thank you so much for that constructive review! I was thinking about giving the level a bit of an update since I finished it in a rush and this was really helpful. When you have spent so much time on something it's pretty hard to see the downsides. I'm definitely going to consider your feedback and improve the level.

Thank you so much!
2012-02-18 10:52:00

Author:
Mnniska
Posts: 531


http://ia.lbp.me/img/bm/d2a494474fe17931f50c7ba1b652f6a34c351c5a.png8-Bit Wonderland DEMO (http://lbp.me/v/7qfbxv) by mikemichaelmic (http://lbp.me/u/mikemichaelmic)

http://farm8.staticflickr.com/7049/6922536295_e37a5dfd41.jpg


CATEGORY: Demo (Level Series)
DIFFICULTY: Hard
Last Updated: 30/Jan/2012

PRIZES:
None

Summary:

Another interesting concept comes my way. It’s like 3d Dot Heroes meets Onion Gale, without the fun rewards. From what I gathered, this is a demo for a level series that is currently being developed. Quite a tall order, considering the style they’ve chosen. As this is just a demo, I will refrain from giving it an official rating, as it’s technically not done yet. Therefore, I will try to be a bit more focused on the feedback. After all, the rating is really just a formality, right? No big loss.

As for the level design, I thought the level of difficulty was a bit much for the first level. Just my personal opinion, but I would think that the first level of a series would be more fun than challenging. I would definitely be the least frustrating of the series. As the player continues, the level of difficulty increases. This demo wastes no time getting right to the challenging bits.

Strengths:


Aesthetic
Nostalgia
Custom Music

Weaknesses:


Difficulty may not appeal to all players.
No multiplayer

Nitpicks:


Hitting the block, after it’s been emptied, still makes the ding sound.
Not everything is pixel styled.
Getting killed again, immediately after I respawn, does not make me happy.

http://farm8.staticflickr.com/7054/6922536301_07108a1754.jpg
Smells like onions

Ratings:

Concept/Originality: N/A

Gameplay/Implementation: N/A

Level Design/Communication: N/A

Aesthetic/Presentation: N/A

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

OVERALL SCORE: N/A Looking forward to the final result.

[Level hearted/Author not hearted]

Suggestions


I would consider scaling back the difficulty for your first level. As I’ve said before, the first level should be more fun and engaging, than frustrating. It should be an introduction to the mechanics that you plan to use in your designs. You need to get your player hooked, so they will want to play the series all the way through.
I really dont think the plasma hazard or effect fits the style of the level. You should think of ways to make the hazard not have that glow, but still be lethal. Perhaps you should even consider a different death animation for it too.
I have a very unnatural hatred of long transitions, especially those that can’t be skipped. The HUD intro, with the horizontal lines, either needs to be made faster, made to be skipped, or removed all together. Sure, it works the first time, but after that, it gets old quick.
For the second area, there really is no warning that going too high, too fast, will cause death. You should consider repositioning the camera, so the player knows to pace themselves as they ascend. It may be also suggest considering removing the top hazard completely. That way, you can reintroduce the concept in another level, with the added hazard. I think it would make the gameplay experience more dynamic and interesting.
Be careful when dealing with nostalgia. While nostalgia may play rather effective supporting role the overall gameplay experience, it is not the only element in the equation. Many game designers tend to rely on it far too much. A design should stand on it’s own merit, despite what may have inspired its development. That way you’ll appeal to a much wider audience.
I don’t know what issues your level has with multi-player, but it should be resolved by the time this series is officially released to the public. Leaving your level with a problem that could potentially cause your players PS3 to burst into flames would not be the wisest decision.

http://farm8.staticflickr.com/7066/6922536277_7551e634e7.jpg
The End.
2012-02-19 08:01:00

Author:
DarkDedede
Posts: 672


Do you review movies?


I miss the good old pre-war LBP days when we didn't have to dodge all these stupid bombs.
2012-02-19 14:37:00

Author:
Kalawishis
Posts: 928


PSN: Pickle962

Level Name: I actually have a series of levels I would like you to review. They are as follows

The Hunger Games Part One: District 12
The Hunger Games Part Two: The Capitol
The Hunger Games Part Three: The Arena
The Hunger Games Part Four: The Victors

thx a bunch
2012-02-19 17:15:00

Author:
Pickle962
Posts: 25


Do you review movies?

Yes I do review movies.
2012-02-19 20:57:00

Author:
DarkDedede
Posts: 672


Hey dude, glad to see you're active again, oh how I've missed your spot on reviews! so.... you can guess what I'm gonna say next... can you review my latest level Jak and Daxter: The Precursor Legacy 2? http://lbp.me/v/9-5q0n I need some honest details about how it fairs against a objective player Much appreciated!2012-02-22 22:09:00

Author:
damaz10
Posts: 771


So I've notices though a level got 5/5, you didn't heart it. What's your curriculum for hearting?2012-02-22 22:30:00

Author:
Undarivik
Posts: 442


So I've notices though a level got 5/5, you didn't heart it. What's your curriculum for hearting?

Oh, I did heart the level, I just forgot to change it in the posted review. Sorry about that. I start all my reviews off the same template, and I must of overlooked that part.

To answer your question, as far as hearts go, if I like something about the level, it will get a heart from me. It really has little to do with how strong the design is, overall. For example, one of my favorite levels is Onion Gale (http://lbp.me/v/r4b47r), but it isn't the strongest level that I have reviewed. However, it does implement some rather successful concepts, the characters are fun, and the collectables actually have a purpose.
2012-02-22 23:48:00

Author:
DarkDedede
Posts: 672


http://ib.lbp.me/img/bm/1abc89599d072cd254b3290f6cd98a91755152bf.pngLittle Big Top Circus in: Off the Wall! (http://lbp.me/v/9mxt5y) by Geet-R (http://lbp.me/u/Geet-R)

http://farm8.staticflickr.com/7202/6945757049_2d4a17aee9.jpg
Cannons! Fun Stuff! Boom!

CATEGORY: Obstacle Course
DIFFICULTY: Easy
Last Updated: 11/Feb/2012

PRIZES:
None

Summary:

Compared to other obstacle course type levels, this one is pretty good. I can tell that a lot of love went into both the visuals and the level design. I also noticed that the designer also incorporated multiple variations of the same obstacles. This helps the player learn the mechanics of the level, while the variety keeps them entertained. It also gives the designer the opportunity to gradually change the difficulty of each variation, while avoiding too much player frustration. Of course that’s not to say there weren’t elements in this level that didn’t frustrate me, but we’ll get to that later.

Oh, and the level has attracto gel. Walking upside down is fun.

Strengths:


Visually engaging
Good pacing
Creative design
Cannons

Weaknesses:


Visual communication
Color contrast

Nitpicks:


For a circus, the setting was somewhat lifeless.
Ceiling grabbing annoys me.

http://farm8.staticflickr.com/7180/6945757061_5fa5492988.jpg
Ruh-roh!

Ratings:

Concept/Originality: 3/5 ★

Gameplay/Implementation: 4/5 ★

Level Design/Communication: 3/5 ★

Aesthetic/Presentation: 4/5 ★

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

OVERALL SCORE: 3/5 ★ Make it shine! (now, please)

[Level hearted/Author not hearted (yet)]

Suggestions


You should have another checkpoint, immediately after the player jumps up after the beginning. When I respawned at the start, I wasn’t able to jumped up, and fell through the floor.
You should also put more checkpoints throughout. The checkpoints were spaced out too far apart.
I would consider developing the aesthetics even further. While your they were stronger than most, they lacked a good amount of life and personality that would help the design tremendously. Again, it’s not bad, as is. However, more polish could really make it shine (sing even).
Work on developing the visual cues/direction in your level. Some areas were a bit confusing. I did notice that you did incorporate some patterns, which is a good thing (white for grabbing, red for bouncing, etc). However, this should be developed further. Even if you were to explain with text, not everyone that plays your level understands English. Your level should have a certain degree of intuitiveness, despite the instructions that require the ability to read.
You may want to add some more variety of color at certain platforming areas. Some areas were all very similar colors, and everything blended in.
You should also consider a way to have the player easily escape the trampoline pits. Some times I got stuck and was forced to respawn. I noticed that some did, but all should have such functionality.
Despite my well known predisposition concerning this type of obstacle, ceiling grabbing really has no place in this level. The other obstacles are far too creative for you to resort to something like that. I would advise either making a more creative variation of the obstacle, or replacing it with something more creative.

http://farm8.staticflickr.com/7043/6945757053_d887e0ce23.jpg
Ring of fire.
2012-02-23 06:43:00

Author:
DarkDedede
Posts: 672


Just out of curiosity, dedede, but do you like alternate adventure games?

Like ace attorney, for example. (I'm asking for the sake of asking )
2012-02-23 07:52:00

Author:
a_mailbox
Posts: 416


Thank you for your honest review. I appretiate you taking your time to review my DEMO. To address a few of your concerns.

- As you did mention in your review, it is indeed a DEMO, and I will assure you that the full game will have ironed out all of the akward level design errors such as respawn deaths.

- I will work on making the difficulty more resasonable. I will actually have a few BETA testers play my game before it gets fully released. This will insure that I have feedback from multiple people.

- As for the multiplayer complaint. Sorry, but it can't really be adressed. Since I am creating using 8-bit visuals, it takes a huge toll on the thermometre. Some stages in the game will FREEZE in mutliplayer, and can't be resovled unless I seriously dumb down the visuals a heck of a lot. It's a single player experience, and won't change. It's unfortunete yes, but can't be done without downscaling.

- I'll look into making level intros more optimized.

- The nostalgia factor plays a big part in the game yes, but to re-assure you. The later stages feel less familiar than Stage 1-1. The first stage is meant to introduce new players, as well as re-aquaint old players to the retro world. Later Stages do still have a good amount of nostalgic enemies, but they fell less familiar, and are drastically changed from there original designs, and attack patterns.

- All of the prize bubbles, and collectables have been removed from the DEMO, but will be there to collect in the full game. A lot of other featured have also been detracted from the DEMO as well.

If you want to see a later Stage in action, here's a trailer:

http://www.youtube.com/watch?v=-Tyaeg1g26c&feature=plcp&context=C32d128eUDOEgsToPDskJ6TlMCf5fZHk7ArIo8Fq3M


Thanks again for the review.
2012-02-23 14:07:00

Author:
Unknown User


- As for the multiplayer complaint. Sorry, but it can't really be adressed. Since I am creating using 8-bit visuals, it takes a huge toll on the thermometre. Some stages in the game will FREEZE in mutliplayer, and can't be resovled unless I seriously dumb down the visuals a heck of a lot. It's a single player experience, and won't change. It's unfortunete yes, but can't be done without downscaling.

It's not a complaint. It's a serious issue, and it has nothing to do with the fact that you want the level to be a single player experience. I can't imagine that anyone would be thrilled to have their console freeze up, because of your level. I find it very disappointing that you would even consider allowing such an issue to even exist in your design. Now I do understand the thermo excuse, but it is just an excuse. You need to design smarter. If you run into problems or limitations, it is your responsibility to come up with the creative solutions around these problems. I'm sure there are plenty of things you could have done, and still can do, to make your design more thermo friendly. Right now, you're more interested in making yourself look good, and the player experience is secondary. Just my opinion, but I find that incredibly irresponsible.
2012-02-23 19:26:00

Author:
DarkDedede
Posts: 672


It's not a complaint. It's a serious issue, and it has nothing to do with the fact that you want the level to be a single player experience. I can't imagine that anyone would be thrilled to have their console freeze up, because of your level. I find it very disappointing that you would even consider allowing such an issue to even exist in your design. Now I do understand the thermo excuse, but it is just an excuse. You need to design smarter. If you run into problems or limitations, it is your responsibility to come up with the creative solutions around these problems. I'm sure there are plenty of things you could have done, and still can do, to make your design more thermo friendly. Right now, you're more interested in making yourself look good, and the player experience is secondary. Just my opinion, but I find that incredibly irresponsible.

Yes, I understand what you're saying, but from the very beggining I wanted a single player experience. A lot the level gimmicks in other stages just don't play well with multiple people. There are countless stages out there that simply don't work with multiple people. Yes, I could use sticker panel, and images for the visuals instead of drawing them all out, but his would make the stage look blurry, and unappealing. This isn't an excuse, and I'm not trying to make myself look good. I'll be first to admit that Im not 100% happy with some of the stage designs, and am also upset as to how short my stages are. After working for over a year on the project, and have made countless stages shoehorning multiplayer even though it doesn't work with the stages will make the end product worse. I'm too far into the project to make many major changes. I'm sorry if I sounded rude (or snobish as you would say) but that's not how I wanted to come off as. I'm happy with your review, and whatever issues I can address I will.
2012-02-23 19:56:00

Author:
Unknown User


Don't misunderstand, I do understand your position. You have gotten far too invested in the way the design is, and you can't afford the time to make it right. I'm sure the last thing that you want to do, after a year of development, is redo the entire thing over again. Also, please realize that my worries have nothing to do with multiplayer. I personally like the idea of a single player experience. It's about the game freezing, and the fact that there really not much that you can do to prevent it. It will be an issue, but of course, you do realize that. If you're willing to accept that, and all the potential grief that comes with it, then that's your right. It's your design, not mine.

Funny thing is, had MM implemented a feature to limit the number of players in a level, we wouldn't be having this conversation.
2012-02-23 22:42:00

Author:
DarkDedede
Posts: 672


Don't misunderstand, I do understand your position. You have gotten far too invested in the way the design is, and you can't afford the time to make it right. I'm sure the last thing that you want to do, after a year of development, is redo the entire thing over again. Also, please realize that my worries have nothing to do with multiplayer. I personally like the idea of a single player experience. It's about the game freezing, and the fact that there really not much that you can do to prevent it. It will be an issue, but of course, you do realize that. If you're willing to accept that, and all the potential grief that comes with it, then that's your right. It's your design, not mine.

Funny thing is, had MM implemented a feature to limit the number of players in a level, we wouldn't be having this conversation.

Sorry if it sounded like I snapped at you. I agree that there may be greif with people, and that's something that will have to deal with, but I am putting in multiple warnings. Do it is there choice wether they choose to take a risk or not. I'm still happy with your review, as believe it or not, I am actually making changes to the demo as we speak, including fixing the difficulty spike. I'm in a much better mood now we cleared things up. Sorry again if I sounded a bit mad. Thanks again for your honesty, and heart

oh and PS: We need Media Molecule to implement a feature like that.
2012-02-24 01:22:00

Author:
Unknown User


MM may not have implemented this feature, however you can add a message at the start of the level that says "This level was intended for 1 Player! This might limit the amount of boos you get because you told them in advance. As far as I can remember. Go to TOOLS BAG >>> LAST PAGE >>> 1 PLAYER ONLY. This sets a message that comes up when the player clicks the level. It's a start anyway2012-02-24 12:19:00

Author:
LittleBigSnooth
Posts: 454


MM may not have implemented this feature, however you can add a message at the start of the level that says "This level was intended for 1 Player! This might limit the amount of boos you get because you told them in advance. As far as I can remember. Go to TOOLS BAG >>> LAST PAGE >>> 1 PLAYER ONLY. This sets a message that comes up when the player clicks the level. It's a start anyway

I see. Thank you for letting us know. This would be good. I would assume that if this messages is a feature in the game, it would display in the language that the player has set. Any player that may not know English would get fair warning, as well.
2012-02-24 17:43:00

Author:
DarkDedede
Posts: 672


I see. Thank you for letting us know. This would be good. I would assume that if this messages is a feature in the game, it would display in the language that the player has set. Any player that may not know English would get fair warning, as well.

Oh yea, I forgot about that feature! Sweet, this is perfect. Im'a add that as soon as I publish the updated DEMO.
2012-02-24 18:35:00

Author:
Unknown User


Can you review my level

Level Name: TRON Bomb Survival (http://lbp.me/v/ecpr2b)
PSN: OUTCAST-Hawx

This is nothing but a bomb survival, i wanted to make one because i saw there wasn't really a good TRON bomb survival out there, so i did my best to make it (Without the level overheating) I hope you like it. Please enjoy.
2012-02-26 18:55:00

Author:
Unknown User


I'm so glad you came back. Since it looks like youre back in action, I'd love for you to give my latest level a review. It has been given honourable mention in LBPCentral's community spotlight #79. I also wanted to point out that you were the first to review my first level request.
This level has everything a platform has to offer with a boss-fight at the end. Well enough said , here it is and thanx in advance

http://lbp.me/v/948w-1
2012-02-27 11:19:00

Author:
tripple_sss
Posts: 250


Just a word of advice. When you are introducing your level, you really shouldn't introduce your work as "nothing special." It really doesn't put the design in a good light, if even the designer isn't thrilled with it.2012-02-28 03:58:00

Author:
DarkDedede
Posts: 672


Just a word of advice. When you are introducing your level, you really shouldn't introduce your work as "nothing special." It really doesn't put the design in a good light, if even the designer isn't thrilled with it.Thanks i'll remember that.2012-02-28 06:13:00

Author:
Unknown User


Good. You should always be proud of the work that you present. I look forward to reviewing your work.2012-02-28 06:23:00

Author:
DarkDedede
Posts: 672


Hey could you review my level:
My Dad The Lame Superhero (http://lbp.me/v/6m70fn)
2012-02-28 16:13:00

Author:
Robmandx
Posts: 515


Hey all,

Sorry that I've slowed with getting the reviews done. I've working on a super secret project, and it's taken up most of my time. I'll get more reviews up soon.
2012-03-01 06:28:00

Author:
DarkDedede
Posts: 672


http://i0.lbp.me/img/bm/e500b9ebc071f109bf08922d6fcdc6e8fa6ae7c5.pngSpace Vesel 8212 Destinations gone by... (http://lbp.me/v/27cpt-) by celsus (http://lbp.me/u/celsus)

http://farm8.staticflickr.com/7063/6947926331_11608aedf0.jpg
Let me out!

CATEGORY: Story
DIFFICULTY: Confusing
Last Updated: 30/Oct/2011

PRIZES:
Gassy tornado looking thing

Summary:

This level made me bitter, and gave me a headache. Maybe I already had a headache? I’m not sure, but this level didn’t help. I was planning on doing something special for my 50th review on LBPCentral, but this level just made SackNun cry. I even bumped this level up, so it would be my 50th. I’m allowed to be bitter, right? If only there were some leprechauns around. Unfortunately, SackNun got to them first.

One of the biggest problems with this level is that I couldn’t see my avatar half the time. A good portion of the level had material in front of the player. Since all material in LBP2 casts solid shadows, even fences, this made everything much too dark. Then there was the dark corridor of stairs. Yeah, I wasn’t too thrilled with that either. I suppose it was my fault for wearing a red outfit in a predominantly red level, but that shouldn’t matter.

Now one could argue that there are plenty of special effects and cinematic type stuff that is super neat to look at. I was told once that if the viewer is more impressed with the techniques, instead of the overall design, then fire the designer. Special effects and techniques are supposed to support the design, not be the design.

Strengths:


Transforming vehicle is fun
Cinematic stuff
Gassy tornado looking thing

Weaknesses:


No direction
What was I doing again?
I can’t see.
Falling through the floor
Dark corridor of stairs

Nitpicks:


Repetitive music is grating on the nerves
Spelling error

http://farm8.staticflickr.com/7182/6947926347_bdce21e724.jpg
Ack! Let me out!

Ratings:

Concept/Originality: 3/5 ★★★

Gameplay/Implementation: 2/5 ★★

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 ★★ No comment.

[Level not hearted/Author not hearted]

Suggestions


Give the player the chance to display the text hints again, for reference. Once just isn’t enough. It will make the player bitter, and leave your level for good. Think of the leprechauns.
Make the desired path clear. I spent too much time muddling, and half the time I just fell through the floor. Plus, all that stuff in front was just too distracting.
Make sure the player can’t go where they shouldn’t. Falling through the floor should be left to the really bad Sonic games.
I would consider changing the music. Perhaps change it in various areas as the mood changes.
Try to change up the materials to make the level a little less monochromatic. One type of material just isn’t enough.

http://farm8.staticflickr.com/7204/6947926345_27c6e73bed.jpg
Gassy tornado thing, take me away!
2012-03-02 08:07:00

Author:
DarkDedede
Posts: 672


Thanks a lot! I'm glad it was fun. I was worried it would be too hard and wouldn't work. I understand a lot of your points, and I'll try to get to them as quickly as I can. However, I get a lot of statements about the kind of bland background. What can I do to improve it? I tried stickers, but that didn't seem to work very well.2012-03-02 18:37:00

Author:
Sackpapoi
Posts: 1195


I'd say do some analysis of other levels. Pay extra attention to what the designers to to add personality to the visual experience, and make the design more engaging. Take notes, and keep your eyes open to techniques that they use to make their level more interesting to look at. I would start by looking at MM's own levels. They have lots of stuff going on, besides just what they player needs to do. It's really up to you to decide how you are going to improve your own design. It's good that you are experimenting. Keep it up.2012-03-02 22:36:00

Author:
DarkDedede
Posts: 672


http://if.lbp.me/img/bm/b1f9a2711c993276b082dd0197d07b27bf0f5e14.pngSpace Vessel 8212: Centuries Adrift (http://lbp.me/v/x4vhzh) by Celsus (http://lbp.me/u/Celsus)

http://farm8.staticflickr.com/7047/7069663839_b9b8aedc91.jpg
Broke stuff

CATEGORY: Story
DIFFICULTY: N/A
Last Updated: 09/Apr/2012

PRIZES:


Summary:

I’m confused. From what I’ve read of this individuals reviews, I really don’t see how the design choices in this level don’t, at the very least, annoy him. Long to short story, this level isn’t very user friendly. Perhaps it would do him good if he looked at his designs from the eyes of his audience. All the overly complicated controls may work fine for him. Of course, that’s because he’s the one that designed it. Anyone else is going to look at the control scheme, and realize that it only takes three buttons to leave that mess behind them. Harsh, maybe, but more often than not, it’s the truth.

Strengths:


The music was fun, until it got annoying.

Weaknesses:


Too much reading, all at once.
Mounds of text hinders direction

Nitpicks:


Glowing thin type annoys me
Six lines of timed text is hard to read
Timed text annoys me
Too much plasma gave me a headache


http://farm8.staticflickr.com/7058/7069663849_44d31c227f.jpg
Meteors, or something like that (I think)

Ratings: http://farm7.staticflickr.com/6142/5998340830_31d73fee2d_s.jpg

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

[Level not hearted/Author not hearted]

Suggestions


Try to make it a habit to limit your text to only three lines, especially if the text is only displayed for a set period of time. It makes it much easier to read.
Make the “how-to” section optional, or skippable. You may also want to consider making the directions to magic mouth test fields. White on black is easier to notice. I really didn’t notice the directions at the bottom until a good portion of it was gone.
Make sure that your controls are simple and easy to understand. Anything overly complicated will confuse and frustrate the player, especially those with a headache or little patience. Plus, easy controls and tasks are easy to test (ideally).
Try to preempt the player breaking your design. I had to restart a couple times, because I broke the controls somehow. I shouldn’t have to restart a level that I am reviewing, because I broke the design.
After the recharge bit at the beginning, you may want to consider automatically ejecting the player, after they are done recharging.


http://farm8.staticflickr.com/7050/7069663845_16fd23e172.jpg
Stuff broke
2012-03-07 00:04:00

Author:
DarkDedede
Posts: 672


Lol, thanks for the review...my levels are not for the most part simple playthrough and a bit too much reading. I know that is a weakness...and I know the noob would not be a fan of my levels because of that. But it really good to have feedback. And while I know effects alone do not make a good movie...ie the new Starwars, Treks,most anything on SyFy, and Transformers...I love to make a design a bit too much at times.

p.s. I may also need to think about making it a bit less "I'm lost" in the level feeling. The player is supposed to be completely lost and helpless...which I could quicly loose if I add much of anything to say this way.
2012-03-08 04:45:00

Author:
celsus
Posts: 822


Nah, on second thoughts, don't do my level. Nice reviews BTW.2012-03-09 23:01:00

Author:
Kaboosh99
Posts: 359


Hi all,

Just wanted to give you a status update. I am caught up with my work, which means I will have some extra time to work on reviews. I will try my hardest to at least get the Limbo queue reviews posted by the weekend.
2012-03-29 01:07:00

Author:
DarkDedede
Posts: 672


If you do happen to get caught up I have a level for your consideration also. What began as a series kinda fell apart but its up to you if you'd like to play through them all because their main components are platforming and aesthetic quality. I've noticed a couple flaws now that I look back on it, but would love to have your opinion on it as well.
Thanks!
(Optional)http://lbp.me/v/705w1d
http://lbp.me/v/70bjq1
(Newest and Primary) http://lbp.me/v/e1npmf
2012-03-29 23:06:00

Author:
stryder12
Posts: 66


I know what it is like, it has been months of catch-up work that has left me very little free PS3 time. 2012-04-06 18:23:00

Author:
celsus
Posts: 822


Yeah, I apologize for being so late. I recently graduated last year, and I've been investing most of my time and energy into job hunting/interviewing and working on my portfolio. On top of that I am continuing to take classes, as a means to stay active. However, one of my current projects is related to this review thread, so it's not like I've totally forgotten about you guys.2012-04-07 07:33:00

Author:
DarkDedede
Posts: 672


Don't worry getting a job is more important than playing/reviewing games. Don't stress yourself.2012-04-16 06:57:00

Author:
Unknown User


I always love feedback, and you look like a great reviewer! I know my levels are no where near perfect, so I would rightly appreciate how I could make them even better then they are! So long as you're not to busy. Happy reviewing!2012-04-17 03:01:00

Author:
Unknown User


http://ib.lbp.me/img/bm/d2b3d3ccb2dbd1dcb59dd715c99b852bd58e2cbf.pngCalami ty Cavemen Chronicles PT2 (http://lbp.me/v/ye9w-x) by liamdaniels (http://lbp.me/u/liamdaniels)

http://farm8.staticflickr.com/7096/7094435619_7b9e9be189.jpg
Sackboy Cavemen (cutouts)

CATEGORY: Story
DIFFICULTY: Medium
Last Updated: 27 Aug 2011

PRIZES: N/A

Summary:

I can’t help but feel that I’ve played this level before (I think). I’m pretty sure it was before LBP2 was released, because I remember there being no cut-scenes. Now there are some added LBP2-type functionality added on top of it. If that’s the case, then there is a very obvious problem that I see with this design. The parts of the level that incorporate the LBP2 features are very good, while I do not see much changed with what was there before LBP2.

Even if this isn’t the case, elements of the design seem to fall into two categories, the “good” and the “should be better.” These two extremes really do not belong in the same design. Every element in the composition should share the same life and personality as any other element. If the designer does it right, then all the elements involved help the composition achieve a level and experience that is greater than the sum of its parts.

So I’ll put it bluntly. From what I’ve seen this individual do right, the parts that don’t work should and could have been done much much better.

Strengths:


Title menu
Skip intro option
Cinematic scenes

Weaknesses:


I know you can do better, sorry.

Nitpicks:


I really don’t care for ceiling swinging
Sneaky broken wheel cheap death is cheap and annoying
Your sensors are showing

http://farm8.staticflickr.com/7122/7094435627_1710d73b5f.jpg


Ratings: http://farm1.staticflickr.com/99/263680934_be7bcd3b29_s.jpg Zombie Banana!

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

[Level not hearted/Author not hearted]

Suggestions


It may not be necessary to actually explain the controls for the start menu. I’m sure most players are used to that control scheme.
Be careful when changing the camera during gameplay. Make sure that the angle doesn’t hinder the players view of what’s going on.
You cinematics were very strong. However, you can do much much better with the character designs. Sackboy cutouts just don’t do it for me
On that note, you might also want to reconsider your obstacles. They are very basic and standard fare (for LBP community levels). Compared to the effort and creativity you’ve put in the stronger areas, I’m certain that you are capable of putting the same amount of life and personality into the weaker areas of your design. Be creative!
You may want to consider making the wheel fall before the player is grabbing onto it (perhaps the first or second one before). That way the player has enough time to react, and does not experience frustrating cheap death.
The hidden bounce pad should be on all three layers. It took me a bit to figure out where it was. Not all players are going to be as patient, which is probably the reason why there are only 9 people registered on your high score list.

http://farm8.staticflickr.com/7201/7094435629_4aec6198e1.jpg
Goodness gracious!
2012-04-19 20:59:00

Author:
DarkDedede
Posts: 672


Thanks for the thorough review! I just need a few clarifications (& clarify a few things myself)-

1. Indeed, you did play it, about a year ago - but I've made some minor changes since then (such as LBP2-style movie cameras).
2. My only weakness is my own ability? xD
3. As for the cheap deaths, ceiling swinging, basic obstacles, and the overall 'good' elements mixing with the 'should be better' elements of the design thing, I can also explain myself . Most of the level was created by my friend, who was a new to the game (if you check the level description it credits him). So all the aforementioned 'should be better' design elements probably instigate from that (as it was his level I didn't want to change it around too much, rather just slightly improve).

Anyway, now that that's out've the way, I think'll I'll re-design most of the platforming segments to make it my own level (it practically already is now - I kind've stole it off my friend. Don't worry. He doesn't mind). I see where you're coming from with this review, and, although I kind've knew it inside all along, I guess I needed someone else to say it. What do they say, outsiders perspective? I guess they do.

Oh one last thing: Have you chucked out the old rating system (out of 5 stars) in favour of this new one? I just don't know where the 'Zombie Banana!' would be on a rating scale xD
2012-04-19 22:54:00

Author:
liamdaniels
Posts: 85


It's not that I've gotten rid of the old ratings system. It's just that, for certain instances, if I don't feel comfortable giving an actual rating, or I don't feel that the level is ready for an actual rating, I just won't give it a rating.

In your case, the elements in your design weren't as cohesive as they needed to be, but you already know this. You should consider it a complement that I feel that this concept has the potential to be much more than what it currently is. I am also glad that you are considering a redesign. It's good that you are concentrating on improving your skills.

As for the "Zombie Banana," I just thought it was a bit more interesting than just writing "N/A." Be happy you didn't get an angry kitty.

Anyways, keep it up and keep improving. I look forward to what you come up with next.
2012-04-19 23:45:00

Author:
DarkDedede
Posts: 672


hey can you do a review on my 10 level titanic series Part 1 on the right ------>. http://lbp.me/v/91-jn1

i would really appreciate it
2012-04-20 00:48:00

Author:
titanic100th
Posts: 54


10 levels?! :eek:

Sounds like fun.
2012-04-20 03:13:00

Author:
DarkDedede
Posts: 672


10 levels?! :eek:

Sounds like fun.

It's an awesome series. I demand you to play it.
2012-04-20 05:37:00

Author:
Kaboosh99
Posts: 359


hey, could you pleas do a review on my Levels series thing (That so far only has 3 short levels (one hidden)) http://lbp.me/v/5nrsq7

I know they must be all piling up, so I can wait
2012-04-21 00:42:00

Author:
ratchetruler
Posts: 88


http://id.lbp.me/img/bm/68d0e40d3083039720829bafa5c791d64a0df4ae.pngReveng e of the Mighty Humbug (http://lbp.me/v/8mq6zx) by lordwarblade (http://lbp.me/u/lordwarblade)

http://farm8.staticflickr.com/7075/7097853209_8e6ded06d6.jpg
Humbug!

CATEGORY: Story
DIFFICULTY: Medium
Last Updated: 27/Jan/2012

PRIZES: Unnamed

Summary:

This level starts off interesting. Apparently you have to save Santa, or something like that. There are interactive bits, magical teleporting elves, presents to collect. The visuals, from what I’ve seen, were pretty good as well.

However, as the level went on, everyones’ favorite humbug started to come out. Needless to say, she wasn’t very pleased. The level also includes grabbable floors, ceiling swinging, and unavoidable prizes (just to name a couple). Worst of all, none of the prizes in this level were named.

Another thing I noticed, was that this level comes with a timer. I really didn’t noticed until there was less than a minute left. I was too busy constantly falling into the gas hazards. I assumed it had something to do with a score, but as the timer expired, the level ended. SackNun wasn’t too happy. The timer needed to die.

Not to say that this level is bad. It’s just that I think that there are certain design choices that could be improved upon. There were just enough things in this level to cause me not to want to replay it. The timer was really the final nail. I would imagine that many other players would feel the same way. Odds are, after the timer expires, it isn’t very likely that they are going to want to start over from the beginning. I would also like to think that the level designer would want to keep the player entertained, and in the level, for as long as possible.

Strengths:


Interactive collectible stuff
Interesting aesthetic

Weaknesses:


Certain design choices will annoy the player.
Timer

Nitpicks:


Unnamed prizes
Unavoidable prizes
Grabbale floors
I really don’t understand why people love ceiling swinging so much. I’m assuming it’s because it just that easy to do.

http://farm8.staticflickr.com/7242/7097853205_5bd6509a45.jpg
Humbug!

Ratings: http://farm3.staticflickr.com/2693/4300843967_3c713193fe_s.jpg Humbug!

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

[Level not hearted/Author not hearted]

Suggestions


Give the player the option to pick up any prizes. Since there currently is a limit to the number of community objects that a player can have at one time, you may unintentionally cause the player to lose something in their inventory.
You may want to put a checkpoint below the helicopter, so that they don’t respawn at the helicopter. It took a bit to figure out how to get out.
A good portion of your floor material was default grabbable. You should make it a habit to ensure that the floor can’t be grabbed onto. It sometimes gets in the way of the gameplay (at least for me, it does)
Take better care with how you place your checkpoints. At certain points, where I was prone to dying alot, I was spawned pretty far back. Added to the fact that you had a time limit on your level, it made things a bit frustrating.
Here’s a blog post I found concerning a concept called the Reservoir of Good Will (http://www.jfrewald.com/blog/?p=173). It may have been written about web design, but the same principles to apply for games. Hopefully the information will give you some ideas to keep in mind when moving forward.

http://farm6.staticflickr.com/5466/7097853211_2f0425df38.jpg
Humbug!
2012-04-21 03:09:00

Author:
DarkDedede
Posts: 672


I updated the request list. Let me know if I missed anyone.2012-04-21 07:23:00

Author:
DarkDedede
Posts: 672


oh I didn't know you did movies, in that case could you please add: http://lbp.me/v/2fms58
It goes before Veldin. Like a series...

But if you only want to review one of my levels (in the series) then please make it Veldin
2012-04-21 12:44:00

Author:
ratchetruler
Posts: 88


Sorry I didn't have the link up before, but here it is! https://lbpcentral.lbp-hub.com/index.php?t=69777-The-Reflex-Game-Crosshair-Mode-(1-4-Players)&highlight=reflex+game2012-04-26 13:38:00

Author:
Unknown User


http://i0.lbp.me/img/bm/230fea22ab11cb1c6c2d2ad1020a80f0257e3c2c.pngA perfect world (http://lbp.me/search?q=world&u=Unexpecter&g=lbp1&g=lbp2&g=move&pl=1&d=ever&t=trending) by Unexpecter (http://lbp.me/u/Unexpecter)

http://farm8.staticflickr.com/7248/7120199795_ac7656bdda.jpg


CATEGORY: Story
DIFFICULTY: Medium Rare
Last Updated: 08/Feb/2012

PRIZES:


Summary:

This level series is off to a very good start. I say that because it’s not finished yet (much to my disappointment). Far too much work has been put into this to just quit.

Now as for the design, I am very impressed with how it’s been put together. Attention to detail, with the story, characters, and atmosphere really help to add to the gameplay experience. This is, by far, not your standard fare community level. Of course, that’s not to say it can’t be improved. There are certain aspects of the design that could be refined. I’ll touch on those topics further in the review.

Strengths:


Cinematics
Story
Atmosphere
Chracters
Music

Weaknesses:


Pacing (gameplay specifically)
Obstacles may be too difficult or confusing for some.

Nitpicks:


I noticed a couple spelling errors (I think)
I got stuck in a couple places
The guy by the fire wouldn’t stop talking to me

http://farm9.staticflickr.com/8019/7120199805_dec63a06f8.jpg
Who are you?

Ratings:

Concept/Originality: 5/5 ★★★★★

Gameplay/Implementation: 4/5 ★★★★

Level Design/Communication: 3/5 ★★★

Aesthetic/Presentation: 4/5 ★★★★

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

OVERALL SCORE: 4/5 ★★★★

[Level not hearted/Author not hearted]

Suggestions


I really hope you finish the story. I get the feeling that you would be disappointing a lot of people if you don’t.
Work on the pacing of your level. Try to avoid too many “long hallways,” where there’s a lot of walking and nothing happens. You want to constantly keep the player engaged and entertained. Otherwise you risk them becoming bored.
I noticed that in the first level that there was no music. I’m not sure if that was intentional, but I think it would help to set the mood and improve the gameplay experience.
As successful as this design is, I can’t help but feel that it lacks a certain dynamic. When you take away the story and the atmosphere, the actual gameplay really seems to fall short in comparison. Not to say it’s bad. However, it really doesn’t live up to the standard that is set by the strong points of the design. I suppose I want the experience to be more engaging than it already is.

http://farm9.staticflickr.com/8006/7120199807_a543578882.jpg
The End?
2012-04-26 23:46:00

Author:
DarkDedede
Posts: 672


Hey DarkDedede thanks for the review.

One thing i actually meant to do but haven't had time yet is remove the timer. I had the level tested before i published it by a good ten people and most said the level was way too short and easy and needed to become a little more challenging. The time limit was one thing someone mentioned so i added it.
I have to admit that even though i find the level extremely easy myself i don't really like that timer any more and will remove it.
Ceiling swinging isn't a favourite of mine either but it is rather popular as a challenge or obstacle from what i have seen. I do not like to see overly long ceiling swinging areas though and was thinking of placing a chimney in the centre to land on. Again though others have said it makes the level too easy so the conflict is where do i draw the line between what is to easy or to hard.

As far as pure platforming goes i am still an amateur and rather building more complex levels that use sack bots or no sacks at all so this level was more of a test to further my creation skills. Obviously theres a lot that needs to be changed. One main issue i have i think is that the people i know who test for me are all extremely good at platformers and there fore a level like this always seems to be an easy one. But i do want it to be playable and liked by all so therefore i will add more checkpoints.

Because of the low amount of plays it has had since published i have sort of let it sit to the side while i've been creating newer levels. Now i have some ideas what to add and what to delete anyway.
I myself never really see the issue with collectables being named or not as if the item is obvious then a name is of no concern to me but i will remember others don't really see it that way.

Thanks again for the review and i will try to update it with the suggestions you have mentioned.
2012-04-27 19:51:00

Author:
Lordwarblade
Posts: 761


I would suggest considering a type of risk/reward system in your game.

For example have a optional timed mode in your level (perhaps set by a sticker switch). At the end of the level, you could have a prize dispenser that will award prizes depending on how well the player performed in the race. I'm sure you are more than capable of coming up with prizes that are worthwhile.

This would be a way to appeal to a wider audience. The group that wants the challenge or wants to get the best prizes, will go for the timed route. The group that wants to take the safer route has the option to take as much time as they want, without penalty. Of course taking the safer route will not get them the same rewards.

This would help to add an additional dynamic to your level. Your level can be played different ways, to appeal to the mood of the player. It would also help to promote replayability, which never hurts.
2012-04-28 04:11:00

Author:
DarkDedede
Posts: 672


Hi Dede! Thanks for nice review of my series. I agree with you in every point except one. What do you mean there is no music in the first level? There is music in every level of mine. If it not played then it had to be some kind of strange bug...but thanks again man! Glad you like it..2012-04-28 11:06:00

Author:
Unexpecter
Posts: 137


I would suggest considering a type of risk/reward system in your game.

For example have a optional timed mode in your level (perhaps set by a sticker switch). At the end of the level, you could have a prize dispenser that will award prizes depending on how well the player performed in the race. I'm sure you are more than capable of coming up with prizes that are worthwhile.

This would be a way to appeal to a wider audience. The group that wants the challenge or wants to get the best prizes, will go for the timed route. The group that wants to take the safer route has the option to take as much time as they want, without penalty. Of course taking the safer route will not get them the same rewards.

This would help to add an additional dynamic to your level. Your level can be played different ways, to appeal to the mood of the player. It would also help to promote replayability, which never hurts.

That is a brilliant idea. I can't believe i never thought of it before considering how often the mini games in LBP2 story does it. Thermo is high and that doesn't give me much to work with but i'm sure i can figure something out.

Thanks again DarkDedede for the help and review and your dedication to help out.
2012-04-28 11:07:00

Author:
Lordwarblade
Posts: 761


http://ic.lbp.me/img/bm/7ccfd835e00da618f14b312ef0c27e117a086d00.pngZompoc olypse: Life After Z-Day (http://lbp.me/v/xdb8kq) by Ham_salad (http://lbp.me/u/Ham_salad)

http://farm8.staticflickr.com/7245/7260414898_b8f437c1c0.jpg
Zombie battle!

CATEGORY: Zombie
DIFFICULTY: Medium
Last Updated: 11/Jan/2012

PRIZES: N/A

Summary:

There be zombies in this level. You’ve all played a level with this concept before. Zombies want to eat you, and you must shoot the zombies before they eat you. The problem is that the zombies have lots of HP, so they will eat you. Of course in this level, you die by being electrocuted, and the zombies will even electrocute themselves, which is kind of funny.

The main problem that I have with this level is that it gets really repetitive. Zombies see you, zombies rush you (from the right), you shoot zombies, zombies have too much HP, zombies eat/electrocute you and each other. Zombie rinse repeat. The player could always back up, while shooting, but even that gets stale after two or three times, in a row.

Other than a few repeative things, everything else was pretty solid. Nothing is terrible, I just feel that the level could provide a stronger and more engaging experience.

Strengths:


Setting sets the mood well
Different costumes for zombies

Weaknesses:


Repetitiveness


Nitpicks:


Zombies had too much HP
Stairs

Ratings:

Concept/Originality: 3/5 ★★★

Gameplay/Implementation: 3/5 ★★★

Level Design/Communication: 3/5 ★★★

Aesthetic/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


You might want to consider lowering the HP of the zombies. You may also want to impelement different types of zombies, with different ammounts of health. That way the player will be able to strategize around the enemies that are in front of them.
Try to add some variety for the zombie attacks. Always being rushed from the right gets stale.
Change the lethal quality of the zombies. Electricity isn’t very zombielike, plus I just don’t like the high pitched death sound effect.

http://farm9.staticflickr.com/8028/7260414908_d36d0521e0.jpg
Rapping on the windowpane
2012-05-07 21:36:00

Author:
DarkDedede
Posts: 672


http://i0.lbp.me/img/bm/600114e5e1e37bdbd27c258db19ea557a58faad0.pngTITANI C 100th Anniversary Level Series (http://lbp.me/v/91-jn1) by TITANIC100th (http://lbp.me/u/TITANIC100th)

http://farm8.staticflickr.com/7073/7290240772_a40c1f7849.jpg
Oh, they built the ship Titanic to sail the ocean blue...

CATEGORY: Story
DIFFICULTY: None
Last Updated: 04/May/2012

PRIZES: N/A

Summary:

As you can tell from the title, the theme of this series is the sinking of the Titanic. It shares a lot of info about the event, while also doing a pretty good job of recreating some of the scenes from James Cameron’s Titanic. What I find the most surprising is the amount of material they seem to have gotten away with using. The series seems to be an MM Pick, so I would assume there are no problems?

As for the execution, this series really sets the standard for cinemeatics by which all other cinematic levels should be based. The series is composed of nearly all cut scenes, with some areas where you can control your character thrown in. The experience lasts for about an hour. Despite a couple stray typos, and a pair of lines that really didn’t make perfect sense, I didn’t have a problem sitting through the entire thing.

Of course, that’s not to say that this type of series will appeal to everyone. Also, despite the enormous scale of the project, I did see some areas that I feel could be improved. The part of the series that did bother me the most was the fact that the parts of the level that you were able to control seemed shoehorned in, and really didn’t serve much of a purpose. A good majority of these types of scenes simply required the player to go from one end of the hallway to the other, and they were very short. There was no risk involved with the playable areas. I’m curious what affect removing these parts completely would actually have on the overall experience. I personally would have preferred if these playable areas served some purpose to enhance the experience, as opposed to just being there as a formality.

Strengths:


Cinematics
Engaging story
Interesting facts

Weaknesses:


Nothing really to do but watch.
Playable areas were a bit pointless.
Slowdown at some more intricate levels

Nitpicks:


Typos
Borrowing scenes from the movie may not appeal to everyone

http://farm8.staticflickr.com/7245/7290240758_008a680720.jpg
Yes, they went there

Ratings:

Concept/Originality: 4/5 ★★★★

Gameplay/Implementation: 4/5 ★★★★

Level Design/Communication: 4/5 ★★★★

Aesthetic/Presentation: 4/5 ★★★★

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

OVERALL SCORE: 4/5 ★★★★

[Level not hearted/Author not hearted]

Suggestions


I think the overall experience would have been more engaging if the playable areas would have been more interesting. It would have been nice to have been given some time to explore certain areas. I know this idea probably wouldn’t be suitable for the parts were the ship was sinking, but the time before that would have had plenty of opportunity do incorporate something like that.
The one playable part, where the ship was sinking was slightly confusing. I understand why it was dark, but the camera zoomed in right up to the side of the ship. It was hard to see anything.
This suggestion is entirely optional. However, If would have been nice to have prizes for the level, as a reward for sitting through it. It would add an extra element of exploration for the playable levels, and give the player a reason to want to get to certain points for the timed parts. This would also help to promote replayablility for your levels.

http://farm9.staticflickr.com/8153/7290240826_87ffaa0a1c.jpg
The bowels of the ship
2012-05-25 00:11:00

Author:
DarkDedede
Posts: 672


Could you please review my level "Somewhere Only We Know" Music video? http://lbp.me/v/bkq1-7 PSN: craigmond

Thanks!
2012-05-31 19:40:00

Author:
craigmond
Posts: 2426


http://ie.lbp.me/img/bm/9eedaee7e44721388a463873f83e44d3e97595de.png"Somewhere Only We Know" Music Video (http://lbp.me/v/bkq1-7) by craigmond (http://lbp.me/u/craigmond)

http://farm9.staticflickr.com/8147/7316502800_01c45ba25d.jpg
Our hero

CATEGORY: Music Video
Last Updated: 29/May/2012

PRIZES: N/A

Summary:

This is my first movie review (I think). It is a music video that tells an interesting story in an interesting way. It is executed well. However, I have a bad habit of noticing missed opportunities, especially when it comes to story telling, and this is no exception.

Not to say what was done was bad. In fact, I consider all that was done a pretty valiant effort on the designers part. The result was a very solid and competent piece. However, I do think that there could be some improvements made. For example, rethinking some of the camera angles to focus more on key elements would add extra impact to the story. There?s no need to show the audience everything. Sometimes it's better to focus on what is most important.

Oh, and this definitely needs subtitles for the lyrics (watch for typos). Not everyone is familiar with the song.

Strengths:


Storytelling


Weaknesses:


A few sour notes (I think)


Nitpicks:


The setting is a bit bland
Promising things, in exchange for validation.


http://farm9.staticflickr.com/8011/7316502884_bb1272a26b.jpg
Music video in a music video

Ratings:

Concept/Originality: 4/5 ★★★★

Gameplay/Implementation: 3/5 ★★★

Level Design/Communication: 3/5 ★★★

Aesthetic/Presentation: 2/5 ★★

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 more creative with your camera. It would help to give an extra impact to the story. Don?t be afraid of closeups. Wide shots are not always best.
I?m really not a fan of the black background, at least not throughout the entire movie. A different background color may help to emphasize the passage of time. Perhaps you should consider putting something in the background (clouds, stars, etc).
You should add subtitles for the song lyrics. I?m not sure how difficult it would be to time the text, but it would definitly help to make the story much more engaging.
Remember you main goal is to keep your audience engaged. You need to take advantage of everything from the camera angles, transitions, pacing, and your scene choices to tell the story.
This may just be my own personal opinion, but the act of promising the player some sort of reward, in exchange for some validation (hearts, ratings, etc), just doesn?t sit well with me. Your audience will give you validation if you gave them an experience that was worth their time and attention, and it will be their choice to do so. Promising them things isn?t going to make them enjoy your work any more or any less. I say focus on improving your own skills, while paying attention to your audience, and the recognition will come.

http://farm8.staticflickr.com/7071/7316502810_70252fafe4.jpg
Somewhere, only they know
2012-06-01 02:26:00

Author:
DarkDedede
Posts: 672


Thank you very much, it's helped a lot! Although with the last suggestion I know where your coming from, but I meant it like I would give the prize away if people like it enough to want it. However I can see how it looks like a push for good ratings. I will fix the sour note, I meant to re-publish it but my internet connection disagreed. Thanks again for your help A very well written review too, so thanks again.2012-06-02 13:07:00

Author:
craigmond
Posts: 2426


Well, I might as well ask you to review my movie too.
http://lbp.me/v/924f25
While I don't consider it my best movie story-wise, it is my most detailed one (well, at least until I publish Sack Andy).
2012-06-03 00:30:00

Author:
Kalawishis
Posts: 928


ill take everything into consideration, some things you have already mentioned im currently working on. and the whole series is having a make-over as it was rushed due to the limtied time I had to make it. I only had 88 days to write, design and create the series so alot of the scene you have previously seen are most likely going to be alot different with more playable actions.2012-06-04 18:37:00

Author:
titanic100th
Posts: 54


I figured you were still working on it. It's good to know that you actually care about your work enough to put in the effort to make improvements. I look forward to see what you come up with.2012-06-05 03:37:00

Author:
DarkDedede
Posts: 672


Can you review my Sackboy's Random Adventures - A Fiery Escape (http://lbp.me/v/-0vd81) level? It's my first LBP2 level so I expect a pretty harsh review *prays for help* I also have a work-in-progress lockboxed level and maybe you could review it... I'll PM you the code

EDIT: Seems I can only request only 1 review so you can ignore the work-in-progress level
2012-06-05 06:31:00

Author:
Frenzie
Posts: 308


http://youtu.be/92y7OJsHKlc

Again thanks for your review, got some spare time to fix some stuff. You never said where you got to in the game or where you got stuck and the area that was broke. Here is a video I had to make for a project.
2012-06-06 04:01:00

Author:
celsus
Posts: 822


I never did, did I? Sorry about that. I don't remember the details, off the top of my head. I've give it another look tonight.

Update: OK I played it again. I couldn't seem to break anything. Maybe you resolved the issue?
2012-06-06 04:03:00

Author:
DarkDedede
Posts: 672


I did not fix anything (if it was the mech it is supposed to act up if you use it wrong, that is why there is a rest on the back wall, the massive yellow warning sign below it, and the blurb that tells you about resetting it), but it could have been a glitch, the larger levels with thermo maxed seem to do that at times. I rebuilt half the level way back because it had invisible walls that could not be fixed (a lesser known glitch). Since I hit the max thermo on the level I can't change it, but I had an idea how to alter the mech to solve some of the loading and flow at the start. How far did you make it BTW? I always like to know the choke points in the level where a check point may be needed or such. 2012-06-06 05:47:00

Author:
celsus
Posts: 822


Checking your video, I got to the vehicle at 11:30. It was somewhat difficult to see where I was going, and I kept crashing into things, so I gave up.2012-06-06 17:33:00

Author:
DarkDedede
Posts: 672


Hi, could I have a review of Lifestyles of the Rich and Midas (http://lbp.me/v/-0433t) ? It's not the most serious level (and by that I mean it outright trolls you at certain parts) but I'd like to hear your thoughts on it. Thanks. By the way, there are some easter eggs.2012-06-10 04:14:00

Author:
bonner123
Posts: 1487


http://i0.lbp.me/img/bm/900b3898aa3cd8aad1e6e2e4f6a3cdd4545e2c8e.pngBase of Operations: Start Up (http://lbp.me/v/5k2md1) by Cobaltor_252 (http://lbp.me/u/Cobaltor_252)

http://farm8.staticflickr.com/7135/7417958902_744f911df8.jpg
Bouncing fun

CATEGORY: Obstacle Course
DIFFICULTY: Hard
Last Updated: 09/Sept/2011

PRIZES: N/A

Summary:

This level is like a combination of of Simply Electrifying and Onion Gale (which is a good thing). It does a nice job of presenting a variety of challenges, while also giving the player interesting stuff to look at (engagement is a good thing). Now, the difficulty may not appeal to the audience that may be less skilled, less patient, or too young. However, I didn’t find any of the obstacles to be unfair. There was a nice balance to the difficulty throughout. It was a very solid overall experience, and I really did enjoy this level.

Strengths:


Aesthetic
Pacing
Creative challenges

Weaknesses:


Story seemed pretty non existent (the one mentioned in the intro).

Nitpicks:


I’m still not a fan of the electric death noise

http://farm6.staticflickr.com/5034/7417958920_b069d20afd.jpg
Lots of electric

Ratings:

Concept/Originality: 4/5 ★★★★

Gameplay/Implementation: 4/5 ★★★★

Level Design/Communication: 4/5 ★★★★

Aesthetic/Presentation: 4/5 ★★★★

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

OVERALL SCORE: 4/5 ★★★★ Very Good

[Level hearted/Author not hearted]

Suggestions


You should think of a way to prevent the user from moving at the automatic parts. I’m sure you could do something with the camera to disable the user controls. It would be a much better way to prevent the player from messing up than telling them not to mess up.
You should work on developing the story. I know there was one (I think). It would help to add some personality to the experience.
At the last puzzle, make sure the grabbinator has room to spawn. One of the times that I played through it, it did not spawn, because I had something blocking it. Again, prevent the player from screwing up. Telling them isn’t going to help anything.

http://farm9.staticflickr.com/8014/7417958906_36fb49105c.jpg
2012-06-17 04:19:00

Author:
DarkDedede
Posts: 672


http://i7.lbp.me/img/bm/487a0bfe6a998aaa49d717232db28f61bd7f8aea.pngAfterl ife Part 1: Hell (http://lbp.me/v/76qce0) by TheRailwayWinds (http://lbp.me/u/TheRailwayWinds)

http://farm9.staticflickr.com/8006/7601630712_ff803657e6.jpg
Platforming fun...

CATEGORY: Labyrinth
DIFFICULTY: Ninja Skills
Last Updated: 03/Dec/2011

PRIZES: N/A

Summary:

As horrible as this is going to sound, this level was more of a pleasant surprise than not. Just by the title alone, this had all the makings of a rather unpleasant experience. However, I could really tell that some thought was put into the design. While it does have it’s fair share of issues, I would say that the majority of issues in the design would be easily resolved once the designer gains more experience.
I also wanted to say thank goodness the designer put some effort in to the music selection. While it was a bit repetitive and underwhelming at times, the occasional change in music did help to enhance the experience.
The only real major issue that I see is that this level is way too long. Obstacle, after obstacle does not give the player room to breath, or take in the scenery (if there was much scenery to take in). It also doesn’t help that all of the obstacles were very similar, with a similar degree of difficulty. The design of the level needs to be interesting enough to ensure that the player is as entertained as when they starts as they will be if and when they finish.

Strengths:


Music does help to set the mood
Lighting choices does help to add to the mood, while covering up the somewhat lack of detail in the level.

Weaknesses:


A bit bland
Difficulty will not be for everyone
Way too long

Nitpicks:


It was a bit long, for my taste.
They music went aways, and one point, and made me sad.

http://farm8.staticflickr.com/7132/7601630790_ed6135d390_z.jpg
Yes, it’s that dark

Ratings:

Concept/Originality: 2/5 ★★

Gameplay/Implementation: 3/5 ★★★

Level Design/Communication: 3/5 ★★★

Aesthetic/Presentation: 2/5 ★★

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


I would dare to day that the rather basic design for your visuals really took away from the theme of this level. I would also want to say that you should think of ways to make the experience more menacing. Not to say that you should go gorey, but rather have the player feel some sort of tension as they are traversing your level. You came close at certain points, but I want to be on the edge of my seat throughout, and loving every minute.
Keep pushing yourself to dream up more creative ideas for obstacles. Many of those that I encountered in this level were very successful.
Be wary of repetitive obstacles. Copy and paste at your own peril. It might be a good idea do have each consecutive obstacle vary slightly from the previous one. Assuming you’re taking the copy/paste route, of course.
Also pay attention to your pacing and engagement. This level was very long, so you are going to need to think of ways to keep players interested all the way through.

http://farm9.staticflickr.com/8283/7601630680_ed7df9df7e.jpg
You want me to do what?
2012-07-19 02:39:00

Author:
DarkDedede
Posts: 672


http://i2.lbp.me/img/bm/8f2331441fee0ef07ce3ca04b443779187b12fb2.pngWaterw orkz (http://lbp.me/v/7fwfw2) by hellfire-gamer (http://lbp.me/u/hellfire-gamer)

Review pending.
2012-07-20 00:12:00

Author:
DarkDedede
Posts: 672


Hey DD,

I'd love it if you could review my level, Quite Simply Gold

http://i2.lbp.me/img/bl/4f2daa358160b9cc6c905a305bbfd22d15e91bdc.png (http://lbp.me/v/cn6qgm)

So far I've had a lot of conflicting feedback, so another opinion on the matter is very welcome
2012-07-20 23:38:00

Author:
DaSpoony
Posts: 191


Hey all! It's shameless plug time!

I'm working on a side-scrolling shooter project. I've been working on it for a little over a month now. It's still a work in progress, but it is currently completely playable. Currently, it's only at three notches on the thermometer, so I've still got a ways to go. So far, there are eight playable characters, all with unique projectiles, and charge shots.

If you want to check it out, or just want a good laugh at my attempt at game design, feel free to give it a look. Link (https://lbpcentral.lbp-hub.com/index.php?t=71345-Project-Llama-Shooter-Feedback-Requested&p=1013746#post1013746)I'd also appreciate any feedback you may have (be sure to post it in the project thread). Thanks.

Oh yes, and depending on the quality of the feedback, you may get get some higher priority in my review queue (shameless, I know).
2012-07-21 02:08:00

Author:
DarkDedede
Posts: 672


Sure, I'll check it out.2012-07-21 04:41:00

Author:
bonner123
Posts: 1487


I've queued it.

Hopefully I can give you some feedback soon
2012-07-21 10:43:00

Author:
DaSpoony
Posts: 191


http://i2.lbp.me/img/bm/4f2daa358160b9cc6c905a305bbfd22d15e91bdc.pngQuite Simply Gold (http://lbp.me/v/cn6qgm) by DaSpoony (http://lbp.me/u/DaSpoony )

http://farm8.staticflickr.com/7247/7619661790_635789b07b.jpg
From what I've been told, gold is pretty awesome

CATEGORY: Story
DIFFICULTY: Difficulty
Last Updated: 10/Jul/2012

PRIZES: N/A

Summary:

I just love labyrinth type levels, and I love levels with competent graphic design. Conveniently this game has both of those qualities (named prizes too!). It’s broken up into four sections, each with it’s own theme. Lots of gold things, lots of bouncing, and lots of points. The best part is that all this was done with no electric hazard (yay).

It does suffer from some minor issues. However, as the design stands now, these issues can be easily resolved with some constructive feedback and a bit more polish. I’m not going to say that the design is perfect, but it is pretty good for a community level (fun even). One of the best levels that I have reviewed so far.

Strengths:


Fun arrows to help give direction to the player.
Gold is pretty awesome.
Very good pacing
Good variety of obstacles


Weaknesses:


Some of the wording is outside of the edge of the screen.
Boulders are difficult to see if and when past the cart.

Nitpicks:


Pirate ship game was a bit basic, and a bit long.

http://farm8.staticflickr.com/7246/7619661824_c06faf8b9f.jpg
Mine cart fun.

Ratings:

Concept/Originality: 5/5 ★★★★★

Gameplay/Implementation: 5/5 ★★★★★

Level Design/Communication: 4/5 ★★★★

Aesthetic/Presentation: 5/5 ★★★★

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

OVERALL SCORE: 5/5 ★★★★★

[Level not hearted/Author not hearted]

Suggestions


Try to mindful of the title safe area (”en.wikipedia.org/wiki/Safe_area#Title_safe_area” on the screen. If your title is too close to the edges of the screen, it may not always fit on everyone’s TV screen (like it did mine).
I would consider moving the cart up, so that it wasn’t right up to the edge of the screen. That way the player can see when the boulder is past the cart. Too many times I would change tracks, and still collide with the boulder, even when it was completely off the screen.
If I had to pick out a weakest element of the level, I would have to say it was the shooting gallery with the pirate ships. Perhaps think of ways to make it a bit more interesting. Perhaps give the player the option to play at different difficulties, at the cost of points. It may also help to give the player the option to skip that section entirely.
I’m not familiar with how you have your level programmed, so I’m not sure how difficult this would be. However, you should also consider making the instructions skippable.
http://farm8.staticflickr.com/7280/7619661726_263e119c42.jpg
Dynamic bouncing fun
2012-07-22 06:55:00

Author:
DarkDedede
Posts: 672


I made a new platforming level in which the obstacles are affected by the tilting motion of your controller. So far only a few people have played it, so i was wondering if you could review it for me. Here's the lbp.me link: http://lbp.me/v/c5b7kx
Hope you enjoy it!
2012-07-23 13:48:00

Author:
Deurklink1
Posts: 346


I'm looking for some feedback and criticisms on my level. It's a tower defense game with RTS elements mixed in.

http://lbp.me/v/c5myy7

The link to the Level Showcase thread is in my signature, if you would like to look at that.
Thanks for your time.
2012-07-24 04:20:00

Author:
crazymario
Posts: 657


Thank you very much Dedede for your review of my level, and your constructive criticism.
If you don't mind, I'd like you to clarify a few things regarding the points you made, so that I can best improve my level




Try to mindful of the title safe area on the screen. If your title is too close to the edges of the screen, it may not always fit on everyone’s TV screen (like it did mine).
I had no idea about the title safe area! Thank you very much for bringing this to my attention.




I would consider moving the cart up, so that it wasn’t right up to the edge of the screen. That way the player can see when the boulder is past the cart. Too many times I would change tracks, and still collide with the boulder, even when it was completely off the screen.
Do you think you could elaborate on this point please?
Do you mean 'up' as in horizontally left (aka moving the minecart forward)
Or literally up vertically (and therefore moving the background with it)




If I had to pick out a weakest element of the level, I would have to say it was the shooting gallery with the pirate ships. Perhaps think of ways to make it a bit more interesting. Perhaps give the player the option to play at different difficulties, at the cost of points. It may also help to give the player the option to skip that section entirely.

Different difficulties were something I planned to do from the beginning, but never ended up implementing. I'll definitely take this on board.




I’m not familiar with how you have your level programmed, so I’m not sure how difficult this would be. However, you should also consider making the instructions skippable.
I originally did have them skippable, but found that players would just immediately press skip as soon as they could... and then complain that they didn't know what to do -_-
I'll try to find a solution


------------------------------------------------------------------------------------------------------------------------------------------


Also, I think you forgot to fill in the 'Difficulty' and 'Prizes' subheadings
2012-07-24 15:28:00

Author:
DaSpoony
Posts: 191


Could you play my level "Futile Factory (http://lbp.me/v/bj6tfj)"? It has secrets of various values in it! Easy, medium, and hard! (This was spotlighted, but is not too popular anymore.)2012-07-24 15:53:00

Author:
L1N3R1D3R
Posts: 13447


Do you think you could elaborate on this point please?
Do you mean 'up' as in horizontally left (aka moving the minecart forward)
Or literally up vertically (and therefore moving the background with it)


Sorry, I meant was move the cart forward (horizontal). On my screen, the cart was up against the left edge of the screen.

http://farm8.staticflickr.com/7261/7637647920_aac298b5c3_n.jpg

The problem with this was that I didn't even notice the wheels sticking out from behind me. When I changed tracks, I couldn't see if the boulders had cleared the cart entirely, and I would still collide.



I originally did have them skippable, but found that players would just immediately press skip as soon as they could... and then complain that they didn't know what to do -_-
I'll try to find a solution


You could always try to integrate the instructions into the gameplay itself. That way the players can be playing, while they are receiving instruction (it saves a bit of time too).



Also, I think you forgot to fill in the 'Difficulty' and 'Prizes' subheadings

Sorry about that. It's been a while since I've reviewed a level that gave away prizes. I'll fix it when I get the chance.
2012-07-24 17:41:00

Author:
DarkDedede
Posts: 672


I think I've fixed the 'title safe area' issues now.

Thank you very much for bringing this to my attention DD
2012-07-25 11:04:00

Author:
DaSpoony
Posts: 191


http://i0.lbp.me/img/bm/f7024a86b345e233e54c3bb35a873d7cb859628e.pngLifest yles of the Rich and Midas (http://lbp.me/v/-0433t) by bonner123 (http://lbp.me/u/bonner123)

http://farm9.staticflickr.com/8154/7653109068_5ecc01bc77.jpg
The star of our show.

CATEGORY: Story
DIFFICULTY: Easy(ish)
Last Updated: 29/Jun/2012

PRIZES: Yes, there are prizes

Summary:

This starts off as a fun level. There’s this character called Midas, and you need to escort him through his palace. It’s all fun and nice, until the point where “the architect stopped caring,” and the experience quickly goes downhill. So this is where the reviewer stops caring.

Strengths:


Midas parts
Voice acting

Weaknesses:


Non-Midas parts
Shoehorned “humor”
The point where they stopped caring.

Nitpicks:


The teleport effect could be a bit more Midas

http://farm9.staticflickr.com/8009/7653109178_7dcab70937.jpg
Then they stopped caring

Ratings:

Concept/Originality: 3/5 ★★★

Gameplay/Implementation: 2/5 ★★

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 ★★

[Level not hearted/Author not hearted]

Suggestions


Please don’t stop caring halfway through you level. I want a consistent Midas themed experience throughout. All of the extra added “humor” seemed out of place.
I didn’t really understand the waterfall obstacle. I’m not sure how I got past it. I think it disappeared for no reason. Oh, and the sneaky gas hazard, after it disappears, needs to go.
The sophist part, where you press R2 killed me. You should think of a less lethal way to stop the player.
Your obstacles should be a bit more creative and intuitive (and fun). Of course, you did stop caring, so I’m not sure if the suggestions even matter.
Change your level badge. It looks nothing like Midas.

http://farm9.staticflickr.com/8007/7653109226_a12342b598.jpg
2012-07-26 23:09:00

Author:
DarkDedede
Posts: 672


http://i0.lbp.me/img/bm/f7024a86b345e233e54c3bb35a873d7cb859628e.pngLifest yles of the Rich and Midas (http://lbp.me/v/-0433t) by bonner123 (http://lbp.me/u/bonner123)

http://farm9.staticflickr.com/8154/7653109068_5ecc01bc77.jpg
The star of our show.

CATEGORY: Story
DIFFICULTY: Easy(ish)
Last Updated: 29/Jun/2012

PRIZES: Yes, there are prizes

Summary:

This starts off as a fun level. There’s this character called Midas, and you need to escort him through his palace. It’s all fun and nice, until the point where “the architect stopped caring,” and the experience quickly goes downhill. So this is where the reviewer stops caring.

Strengths:


Midas parts
Voice acting


Weaknesses:


Non-Midas parts
Shoehorned “humor”
The point where they stopped caring.


Nitpicks:


The teleport effect could be a bit more Midas


http://farm9.staticflickr.com/8009/7653109178_7dcab70937.jpg
Then they stopped caring

Ratings:

Concept/Originality: 3/5 ★★★

Gameplay/Implementation: 2/5 ★★

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 ★★

[Level not hearted/Author not hearted]

Suggestions


Please don’t stop caring halfway through you level. I want a consistent Midas themed experience throughout. All of the extra added “humor” seemed out of place.
I didn’t really understand the waterfall obstacle. I’m not sure how I got past it. I think it disappeared for no reason. Oh, and the sneaky gas hazard, after it disappears, needs to go.
The sophist part, where you press R2 killed me. You should think of a less lethal way to stop the player.
Your obstacles should be a bit more creative and intuitive (and fun). Of course, you did stop caring, so I’m not sure if the suggestions even matter.
Change your level badge. It looks nothing like Midas.


http://farm9.staticflickr.com/8007/7653109226_a12342b598.jpg


Thanks for the review. This level was initially meant to be a serious series of four levels for the LBPC6 contest. The badge sorta reflected the storyline (by the way, it is a silhouette of Midas. It probably looks off because I had to remove the decorations). Somewhere along the line, all of us just got busy and we never finished it. Much later on we revisited the level, and we decided to just make it as retarded as humanly possible. We started on this level early December, before the Muppets pack was released. I came up with the "bouncy strip" mechanic earlier (in August 2011 to be exact), but since it was no longer novel we kinda lost incentive to finish the level.

The waterfall obstacles were actually 'riddles', that essentially tell you to jump and grab the third pillar in the most pretentious way possible. After you "solve" them, the waterfalls descend. The gas is there so you can't fall through the holes. In the future I'll make a "serious" level involving Midas, so I guess this was just a litmus test. I'm actually curious as to what you thought of the character and his dialogue, as those would be the only things that carry over.

By the way, I do have a couple of serious levels should you want to check them out. I don't usually create half-assed levels like this and I can actually make a decent level with good enough visuals and original gameplay. http://lbp.me/v/cjdjdj I'd probably do something similar for the next Midas level. There's lots of dialogue coming from one character, but there isn't any random stuff going on. The gameplay and visuals are also also kept consistent and serious.
2012-07-27 01:55:00

Author:
bonner123
Posts: 1487


http://i2.lbp.me/img/bm/8f2331441fee0ef07ce3ca04b443779187b12fb2.pngWaterw orkz (http://lbp.me/v/7fwfw2) by hellfire-gamer (http://lbp.me/u/hellfire-gamer)

Review pending.

Dedede! If its not too late, can I get a hold on that review? I won't have internet untill end of august, but at that point I was intending to switch the review with a level I was going to publish then.

Didnt realize my level had crept up so quickly. So can you pause that review until i get internet hooked up?
2012-07-27 16:13:00

Author:
hellfire
Posts: 78


Sure. Let me know when you are ready, and which level you would like me to replace it with.2012-07-27 18:13:00

Author:
DarkDedede
Posts: 672


I really like your reviews and the way it's done in!
Do you mind taking a look at my levels and make a review of them combined?


Fantasy Adventure - Chapter I : The Beginning
ALPHA-OMEGA81
http://lbp.me/v/ssweyv

All 5 levels are linked because it is one story.
I'm curious about your opinion.

Thanks in advance
2012-07-27 19:10:00

Author:
AlPhAoMeGa81
Posts: 73


Could you play my level "Futile Factory (http://lbp.me/v/bj6tfj)"? It has secrets of various values in it! Easy, medium, and hard! (This was spotlighted, but is not too popular anymore.)

Are you gonna review my level soon?
2012-07-28 01:14:00

Author:
L1N3R1D3R
Posts: 13447


http://i4.lbp.me/img/bm/a647de7b7defbe61f3088d1202c95cf3fe3e6acb.pngFutile Factory (http://lbp.me/v/bj6tfj) by L1N3R1D3R (http://lbp.me/u/L1N3R1D3R)

http://farm9.staticflickr.com/8161/7689019284_f3dcafacbc.jpg
Bouncing fun!

CATEGORY: Obstacle
DIFFICULTY: Medium
Last Updated: 1/Aug/2012 26/Jul/2012

PRIZES: N/A

Summary:

This is a fun level. There are varying degrees of challenges to keep the player engaged. It may be too much for the younger or less skilled among us, but it does a good job of having the player think about how to get past each obstacle.

There are also these things you need to collect, and the level actually keeps track of how many you find. The hidden things are hidden in a way that makes them fun to look for. The designer did a good job of hiding them too. An incentive for exploration adds replayability to the level as well.

It’s not too hard on the eyes either. However, I suppose my only real issue is that the level lacks a bit of personality and character. Not to say it hurts the experience, but I feel a bit more polish could really make the experience shine.

Oh, and the electric hazards need to go. The level is challenging enough without them.

Strengths:


Collectible thingies
Exploring to find collectible thingies
Replayablility to find collectible thingies

Weaknesses:


Some of the challenges may be too difficult for the younger crowd.

Nitpicks:


Death warp needs to go
Some of the decorations were a bit repetitive

http://farm9.staticflickr.com/8430/7689019198_a7564d4aea.jpg
Sneaky electric hazard (grr)

Ratings:

Concept/Originality: 3/5 ★★★

Gameplay/Implementation: 4/5 ★★★★

Level Design/Communication: 4/5 ★★★★

Aesthetic/Presentation: 4/5 ★★★★

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

OVERALL SCORE: 4/5 ★★★★

[Level hearted/Author not hearted]

Suggestions


I would suggest that you get rid of the electric hazards. No one would miss them and they were annoying. I really don’t think it would make the level any less challenging.
Work on giving the environment more personality. It’s ok as is, but it really won’t hurt to give it some more love and attention. Help it stand out from all the other factory levels out there.
You should consider making the collectable objects more than just a naked prize bubble. Either add decorations to the bubbles, or make it out of materials. The naked score bubble looks like a place holder for something else.
Get rid of the electric hazard. Besides the fact that I do not like it, I think it would make the play experience a bit less annoying. All the fire pits were fine.
The death warp part, after the buildings part, needs to go. I would be nice if the player could jump back, and get the bubble. I just couldn’t get the hang of jumping off of the attracto-platform.

http://farm9.staticflickr.com/8017/7689019252_2c825aef05.jpg
My collectible thing results
2012-07-31 22:52:00

Author:
DarkDedede
Posts: 672


http://i4.lbp.me/img/bm/a647de7b7defbe61f3088d1202c95cf3fe3e6acb.pngFutile Factory (http://lbp.me/v/bj6tfj) by L1N3R1D3R (http://lbp.me/u/L1N3R1D3R)

http://farm9.staticflickr.com/8161/7689019284_f3dcafacbc.jpg
Bouncing fun!

CATEGORY: Obstacle
DIFFICULTY: Medium
Last Updated: 26/Jul/2012

PRIZES: N/A

Summary:

This is a fun level. There are varying degrees of challenges to keep the player engaged. It may be too much for the younger or less skilled among us, but it does a good job of having the player think about how to get past each obstacle.

There are also these things you need to collect, and the level actually keeps track of how many you find. The hidden things are hidden in a way that makes them fun to look for. The designer did a good job of hiding them too. An incentive for exploration adds replayability to the level as well.

It’s not too hard on the eyes either. However, I suppose my only real issue is that the level lacks a bit of personality and character. Not to say it hurts the experience, but I feel a bit more polish could really make the experience shine.

Oh, and the electric hazards need to go. The level is challenging enough without them.

Strengths:


Collectible thingies
Exploring to find collectible thingies
Replayablility to find collectible thingies

Weaknesses:


Fancy swinging and clinging may be too difficult for some

Nitpicks:


Death warp needs to go

http://farm9.staticflickr.com/8430/7689019198_a7564d4aea.jpg
Sneaky electric hazard (grr)

Ratings:

Concept/Originality: 3/5 ★★★

Gameplay/Implementation: 4/5 ★★★★

Level Design/Communication: 4/5 ★★★★

Aesthetic/Presentation: 4/5 ★★★★

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

OVERALL SCORE: 4/5 ★★★★ comment here

[Level hearted/Author not hearted]

Suggestions


I would suggest that you get rid of the electric hazards. No one would miss them and they were annoying. I really don’t think it would make the level any less challenging.
Work on giving the environment more personality. It’s ok as is, but it really won’t hurt to give it some more love and attention. Help it stand out from all the other factory levels out there.
You should consider making the collectable objects more than just a naked prize bubble. Either add decorations to the bubbles, or make it out of materials. The naked score bubble looks like a place holder for something else.
Get rid of the electric hazard. Besides the fact that I do not like it, I think it would make the play experience a bit less annoying. All the fire pits were fine.
The death warp part, after the buildings part, needs to go. I would be nice if the player could jump back, and get the bubble. I just couldn’t get the hang of jumping off of the attracto-platform.

http://farm9.staticflickr.com/8017/7689019252_2c825aef05.jpg
My collectible thing results

Thanks for the review! I will update the level, making it look better, removing the electricity, and removing all other unfair parts. Could you please edit your review once I republish it? Even so, thanks for rating it 4 stars for now!
2012-08-01 14:27:00

Author:
L1N3R1D3R
Posts: 13447


Sure thing. I'd be happy to give it another look, once you've made some improvements. If you have any other questions, feel free to ask. 2012-08-01 21:06:00

Author:
DarkDedede
Posts: 672


I worked hard yesterday fixing what you suggested me to do. I didn't exactly make the swinging and clinging easier, but I did everything else you wanted me to do. Could you re-review it?2012-08-02 14:36:00

Author:
L1N3R1D3R
Posts: 13447


Yes you did. Keep up to the good work.

I look forward to see what you can do in two days of hard work (or more)
2012-08-03 05:16:00

Author:
DarkDedede
Posts: 672


Hey do you review beta levels. If so could you review my The Free Roam Adventures of the Beta Cavern RPG--- http://lbp.me/v/cr2yem
And my Psn is Yusuke-Kuwabara

Ps: Btw Since it's not finished and still in the beta stages could you ignore the parts where you can walk off the edges in your review, you can have all the other unfinished stuff in the review but just ignore that 1 thing, please. Oh and here's a LBPCentral link if you need it.---
https://lbpcentral.lbp-hub.com/index.php?t=72241-The-Free-Roam-Adventures-of-the-Beta-Cavern-Rpg&p=1023186#post1023186
2012-08-03 10:24:00

Author:
SilverTriforce7
Posts: 183


Hey, I asked you to do a review of one of my levels before, but you can forget about that. If you could, could you do a review of one of my other movies instead?
http://lbp.me/v/bzk2ms
It's called SackDroid - Intro and, as the title suggests, it is the introduction for a long project, of which Part 1 is in the works now.
It would be much appreciated if you do.
2012-08-04 01:02:00

Author:
Kalawishis
Posts: 928


Thanks for the updated review! I get how some things might be too hard for some, and I can understand the repetitive decorations. (And if you didn't tell, I put a note decoration on the secret bubbles.)2012-08-17 15:17:00

Author:
L1N3R1D3R
Posts: 13447


Awesome idea to review other levels, you mind reviewing mine? It's called Dark Cave, http://lbp.me/v/dweyyn Have fun with it!

PSN Angelotje.
2012-08-19 13:40:00

Author:
Stuifie3
Posts: 37


Can you review this one level of mine? http://lbp.me/v/dwgcv7 <-- that one. It's pretty hard apparently, so yeah. 2012-08-21 02:56:00

Author:
morris6267
Posts: 144


Hi Dedede, I had asked for a hold on my "Waterworkz" level revieq because I was swapping it with a new level, and I've finally got around to it.

The level is called Hardwired, and the link is: http://lbp.me/v/d66ecp

So if you could "unpause" me now, and replace my old level with that, it'd be much appreciated! <3
2012-08-29 21:31:00

Author:
hellfire
Posts: 78


Sure thing. I'll get on it as soon as I get the chance. Maybe even this week :eek:2012-09-05 15:17:00

Author:
DarkDedede
Posts: 672


Corr, thats a lot of people asking you to review levels. Mind doing mine? The level in my sig, that is. I'd be very grateful.2012-09-09 13:04:00

Author:
bluesteel789
Posts: 159


I would very much like you to review my level Zen Match! Its a quick level, usually 1 minute or less to complete.
http://lbp.me/v/fejbmg
Thanks,
-supacat
2012-09-14 20:58:00

Author:
Unknown User


Hey I changed my mind, I think I want to wait for my final level for you to review, if thats okay with you. So could you please take my Beta Free Roam level thing off your request list...Please?2012-09-30 14:44:00

Author:
SilverTriforce7
Posts: 183


Ok, I'll update the list when I get the chance.

Sorry again for being slow with the reviews. Been focusing on RL issues, and haven't really had the time or energy to devote for reviews. Don't think I've forgotten about you all (assuming you haven't forgotten about me first ). I'll get back to reviewing as soon as things settle down.
2012-10-06 01:55:00

Author:
DarkDedede
Posts: 672


This time I have another request: this time for a level that's not retarded and filled to the brim with awful humor.I also didn't stop caring. I'm hopefully not wasting your time with this one. I want to improve it in any way I can but there's no rush.

http://lbp.me/v/f8kz4j

Honestly, you gave so much helpful feedback to people that people just reading through your reviews are bound to learn a few things. Ultimately RL > games so I wouldn't worry about it.

EDIT: Speaking of RL, I'm getting pretty busy so I won't be playing LBP as much in the near future so I don't really need a review. Thanks anyways.
2012-10-06 06:34:00

Author:
bonner123
Posts: 1487


Can you review mine too, please? It was my first level, so I would like some tips to improve design, logic and such. Not in that level because thermometer, but maybe in a sequel?

http://lbp.me/v/-hx67- <- The link
2012-10-18 15:12:00

Author:
Patofan
Posts: 1185


http://i1.lbp.me/img/bm/e91471569bb03f3e622d99f8e326017a7c774810.pngBot n’ Tot (http://lbp.me/v/74yfce) by mr_krispy_kreme (http://lbp.me/u/mr_krispy_kreme)

http://farm9.staticflickr.com/8224/8260133556_71ebd0cea6.jpg
Bot n’ Tot!

CATEGORY: Movie
DIFFICULTY: Movie
Last Updated: 2012-01-16

PRIZES: N/A

Summary:

Bot n’ Tot is a crime fighting duo. In this episode they are going to stop some bank robbers and their wacky antics. I do like the characters and the concept. However, there are some certain points that I feel could be improved, mostly to do with shot composition. Oh, and I am not a fan of LBP voice recording feature, but they do a decent job in this episode.

Strengths:


Characters
Theme
Story
I really liked the chalkboard scene.

Weaknesses:


See Suggestions

Nitpicks:


Where are the other 22 episodes?

http://farm9.staticflickr.com/8497/8260133662_f0485be013.jpg
Below the belt (PEGI does not approve)

Ratings:

Concept/Originality: 4/5 ★★★★

Gameplay/Implementation: 3/5 ★★★

Level Design/Communication: 3/5 ★★★

Aesthetic/Presentation: 4/5 ★★★★

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


Moving forward, you should really work on varying your shots. Many of your camera shots were wide. I’m really not too familiar with how much control is available for the LBP2 camera. However, you might want to consider some more closeup shots. It would help to make the story more engaging.
Useful link (http://vimeo.com/videoschool/lesson/101/varying-your-shot-composition)
The lighting the bank scene was very dark. Now I realize that the bank is closed, and the lighting options for LBP2 are limited. However, you should try to be creative with your lighting, so that the viewer can see more of the action. It would also help to make the composition more interesting.
Useful link (http://vimeo.com/22073882)
Be mindful of the compositions of elements on screen. I’m not expecting mastery, especially from community designers. Even I am still working on improving in that area. However, I thought I’d point it out, to give you some things to consider.
Useful link (http://vimeo.com/14315821)
I didn’t notice any issues with title/action safe areas, but I thought I’d bring it up as another thing to consider when working on the composition of your shots.
Useful link (http://en.wikipedia.org/wiki/Safe_area)


http://farm9.staticflickr.com/8503/8260133596_9f91f1b32b.jpg
The plan
2012-12-08 20:53:00

Author:
DarkDedede
Posts: 672


Hi all. It's a brand new year, and brand new day. Hope you all had a safe and pleasant holiday season. Now on to my announcement.

Good news: It's time for me to start being more active, and writing reviews again.

Maybe Good News (or not): Since I'm a terrible person, and have been terribly busy lately, I've decided to completely purge my review thread, and start fresh.

Again it's a brand new day. Therefore, if you are interested in getting some feedback for your work, just post a request. I am currently only doing LBP1&2 reviews. I will do my best to get some feedback to you in a timelier manner.

Now before you get all offended, those of you that fell victim to the Great Request Purge, just post another request to let me know that you are still active and interested. Also let me know if you'd like me to look at the same level, or a different one. I have no problem looking at any different or more current work you might want me to look at. Your new request will keep the same timestamp as the original request, so it will most likely be bumped to the top of the list.
2013-01-08 07:02:00

Author:
DarkDedede
Posts: 672


Ooooh can I have one? It's technically a series but it plays more like one level: https://lbpcentral.lbp-hub.com/index.php?t=77190-Alex-%28Super-hero-space-rescuer%29&p=1075101#post1075101

(sorry I can't seem to get lbp.me to work)

Thanks a lot!
(by the way the voices are done by a seven year old)
2013-01-08 23:22:00

Author:
flamingemu
Posts: 1872


Your link doesn't work either.2013-01-09 00:13:00

Author:
DarkDedede
Posts: 672


Oh sorry, here it is http://lbp.me/v/hgve-p2013-01-09 07:41:00

Author:
flamingemu
Posts: 1872


Victim of the purge here. Much appreciated if you could review this:
http://lbp.me/v/bzk2ms
2013-01-13 16:11:00

Author:
Kalawishis
Posts: 928


http://i9.lbp.me/img/bm/e79f093798e5b3a3419e3037c8a1ca802a5dceb2.pngAlex (http://lbp.me/v/hgve-p) by flamingemu (http://lbp.me/u/flamingemu)

Review pending.
2013-01-21 02:23:00

Author:
DarkDedede
Posts: 672


Hey guys,

I know I've been out of the loop for a while. I'm thinking of doing reviews again. I'm not taking requests yet. However, I wanted to ask if there anyone would still be interested in LBP2 level reviews.

Assuming there still is interest, I am planning on revamping my process, and maybe even developing a website, where I would post the level reviews and tips and such. I need to work on my web development/design skills, and this seems to be the perfect idea to work on it. Everybody wins!

Anyways, let me know what you all think, and if you'd all still be interested in my reviews.

Thanks!
2013-08-11 07:32:00

Author:
DarkDedede
Posts: 672


Yea I enjoy reading these reviews. And I would like my level reviewed once its done, so you got a vote from me 2013-08-11 19:36:00

Author:
Rpg Maker
Posts: 877


I'm still interested!2013-08-12 04:31:00

Author:
Kalawishis
Posts: 928


Hello!

If you have the time I would love for a detailed constructive review on my first level Super Connect 4! It features a fully operational Connect 4 game with unique and innovative gameplay additions such as game altering power ups leading to many new strategies and tactics for a classic game. (promotional, obviously but I hope you will agree )

http://lbp.me/v/qnk10m3

Please watch the tutorial before playing (Its lengthy at 3 minutes but it really helps!)

Thanks!
2013-09-03 16:03:00

Author:
Madman_Asunder
Posts: 25


Hi all,

Just wanted to let you all know that the web development phase is underway. Procrastination permitting, I just might have a working functional website up and running, eventually.

Stay tuned
2014-01-03 23:17:00

Author:
DarkDedede
Posts: 672


Cool. I'll be sure to check it out when its done.2014-01-05 06:02:00

Author:
Rpg Maker
Posts: 877


Hi all,

It's taking a bit longer than I had expected. Right now, the goal is functional rather than design perfection. I'm currently unraveling the mysteries of custom WordPress features, which is eating up a good amount of my free time. The good news, however, is that I'll probably be taking requests sometime next month. I'm really looking forward to doing reviews again.

Stay tuned
2014-01-18 01:42:00

Author:
DarkDedede
Posts: 672


Looking very forward to it.2014-01-18 02:52:00

Author:
Kalawishis
Posts: 928


Whether I'm ready or not, the website will launch February 1st. Still much work to be done, but I decided to set a hard deadline to keep myself motivated.

Also, since I've had problems staying consistent with publishing reviews in the past, I will be doing at least two a week. One published mid week, and one for the weekend. Maybe more, if time permits, but definitely two.

Stay tuned



(Upate Jan 20, 2014)

I suppose it couldn't hurt to start taking requests now. Feel free to leave review request, along with the lbp.me link. One request per creator, please.
2014-01-19 06:38:00

Author:
DarkDedede
Posts: 672


http://lbp.me/v/qpfvve-
I decided I might aswell ask what I consider my best work so far to be the topic of review. You will need to watch the tutorial in level and have 4 players (2v2) to play. I`d be very thankful for a review of my level. Hope you enjoy it.
2014-01-23 17:25:00

Author:
shanzenos
Posts: 58


Hello. I'd like you to review this level:

http://lbp.me/v/h3qtcq

To properly understand it, you'll have to play this level:

http://lbp.me/v/bzk2ms

However, I'm only requesting that you review the former.

Thanks in advance.
2014-01-24 16:34:00

Author:
Kalawishis
Posts: 928


Cool. Just updated the queue. I have it implemented on the website now.

Here's a preview

https://pbs.twimg.com/media/BezNR5xCIAAjDzG.jpg

Less than a week to launch :eek:

http://oi40.tinypic.com/jgs5lv.jpg
2014-01-25 05:13:00

Author:
DarkDedede
Posts: 672


Hey all. Just stopping by to let you know that the site is open for business. Be sure to check it out.

Also, please post any review requests on this thread (for now, anyways).

The site is at www.redcorkhat.com. It was a labor of love, and will continue to be for the foreseeable future.

Fun times ahead.
2014-02-01 02:45:00

Author:
DarkDedede
Posts: 672


Hey the site looks great man! I guess I will send my RPG some time in February to get destroyed with constructive feedback and critique, but your reviews are the best around.

Do you do closed betas? or does the project have to be 100 percent finished?
2014-02-01 02:58:00

Author:
Rpg Maker
Posts: 877


If you just want feedback, I'd be happy to look it over, and send you the details privately. We could always save the official review for later.2014-02-01 03:25:00

Author:
DarkDedede
Posts: 672


Looking forward to seeing a review of my level on your website, however negative it might be.2014-02-01 05:42:00

Author:
Kalawishis
Posts: 928


If you just want feedback, I'd be happy to look it over, and send you the details privately. We could always save the official review for later.

Cool, I didnt want to release too much info before the release date in March. But it will be pretty reminiscent of the final game when I send you a key. I'll see ya in a few weeks
2014-02-01 14:31:00

Author:
Rpg Maker
Posts: 877


Hey, this is an awesome idea! I really like your site and this project I'd love to see a detailed review from my level Can you review this level: http://lbp.me/v/hne2zp

Thanks in advance
2014-02-04 00:02:00

Author:
Addictex
Posts: 175


Hi all,

The website queue should be up to date, and I even published a review. Hurray!

Iceballs by Skullking266 (http://www.redcorkhat.com/level_review/iceballs-by-skullking266/)

Next review is Help Yourself! by Mnniska (http://lbp.me/v/qpcjtf4), which will be up by the weekend.
2014-02-06 01:08:00

Author:
DarkDedede
Posts: 672


I like how this is getting along. Saw the Iceballs review and I can't wait for the rest.2014-02-06 02:44:00

Author:
Kalawishis
Posts: 928


Okay, I feel bad about burdening you with the retrospectively awful Lifestyles of the Rich and Midas. To redeem myself, could you review this level: http://lbp.me/v/k0j4we

It was made with lots of the recommendations you've made in mind (i.e. less stupid LOLRANDOM "humour", actual gameplay and effort). I still think it suffers from a few problems (namely flow), but I'd love to hear (erm, read) your opinion.
2014-02-06 04:54:00

Author:
bonner123
Posts: 1487


Yes I remember that level. Fun times.

For those of you that are curious what level he is talking about, the review has just been officially immortalized on my website. Lifestyles of the Rich and Midas by bonner123 (http://www.redcorkhat.com/level_review/lifestyles-of-the-rich-and-midas-by-bonner123/).

Anyways, I added your level to the queue (http://www.redcorkhat.com/queue-home/). I look forward to seeing what you've come up with.
2014-02-06 06:24:00

Author:
DarkDedede
Posts: 672


Hey man, thanks a bunch for your thoughts on Help Yourself. I will kill the auto dialoge and/or add voice acting, fix the who's blanket issue, make the enemies look less ****e and label the controls

Some points I sorta disagree/is too lazy to fix;

"One of the key elements in level design is communication. While I understand the need for the challenges to be "tricky," you probably want to avoid confusion. The potentially dangerous assumption that this level makes is that the player is already familiar with mechanics of LBP. Even if it was subtle, I would have preferred some sort of visual indicators to be integrated into the theme of the level. Not only would it make for a more interesting visual, but it would also help give the player hints at what direction they should take. The challenge would be what to indicate, without giving the answers away. It might not be the most suitable option for this instance, but it's definitely something you would want to keep in mind moving forward."

Wouldn't all of my players already had played LBP though? Players do have to go through the first few tutorial bits before gaining access to the vast community, and from what I can see the level only uses a number of basic concepts and plays with them? I dunno, from what I can see one must know the following;
1. Buttons and levers are nice!
2. Bubbles are nice!
3. You shoot stuff with creatinators using R1!

I honestly tried teaching the rest of the mechanics through level design, although there's no guarantee I was entirely successfull.
If a new player did try to play the level he or she would indeed fail miserably considering even jumping is new, but assuming that is ridiculous. But I don't think that is what you're getting at.

I'm honestly not entirely sure what these visual indicators would be. Arrows? A certain color important things have? Help buttons? I think the switches do a good job of telling the player what to pay attention to and the bubbles help as well in a few cases. Please elaborate!

I do see your point about tricky =/= confusing. One does not want to fail solving a riddle just because it was written L1K3 TH15 Letting the player know what each element does and THEN playing with it is important..

Prizes, carrots, risk for reward and all that. Yes please!

I won't be adding in any new features to the level, because a) I am lazy and b) I've got other projects that I could be finishing aswell and c) there is totally a race for those who want to reach those highscore marks, although some hidden eastereggs/story bits/secrets would've been sweet, I agree. Maybe I should give myself 44 hours in my next crazy marathon

I did have one issue with the last trap. If my clone drops from the ceiling levers, I am forced to kill myself. Why not give the option for the player to drop back down, without the option of death. Unless of course, there is a way to get back down that I'm didn't see. If that's the case, then that brings up an entirely different issue.

I did try to incorporate a way back but was unable to find a "smooth" solution that did not bring any confusion with it. One could've made an elaborate path at the bottom, but that'd create a strange secondary path from the spot you have to kill yourself. So once got up with the bouncepad one would have two paths to choose from - one unlocked by elaborately manouvering your bot over the switches, and one designed to take sacky back. Confusion starts. I tihnk there's a non-lethal solution in there somewhere but for the time being I felt spikes was a nice way to punish the player and get her/him resetted quickly.

-----------------------------------------------------------------------------------------------------------

Thank you so much for the nice feedback and thoughts! I will patch it up tomorrow ..which is technically today, woo!
2014-02-10 03:55:00

Author:
Mnniska
Posts: 531


Well. My review is next.

Well.

SUBTLE EDIT: Okay, it's not next, but its in progress, I pro-guess.
2014-02-10 04:13:00

Author:
Kalawishis
Posts: 928


Why yes it it, and I might have it done earlier than I informed you before. I started working on the one before yours a bit early, which means I'll be getting to yours earlier than I had originally anticipated.2014-02-10 05:18:00

Author:
DarkDedede
Posts: 672


"One of the key elements in level design is communication. While I understand the need for the challenges to be "tricky," you probably want to avoid confusion. The potentially dangerous assumption that this level makes is that the player is already familiar with mechanics of LBP. Even if it was subtle, I would have preferred some sort of visual indicators to be integrated into the theme of the level. Not only would it make for a more interesting visual, but it would also help give the player hints at what direction they should take. The challenge would be what to indicate, without giving the answers away. It might not be the most suitable option for this instance, but it's definitely something you would want to keep in mind moving forward."

Wouldn't all of my players already had played LBP though?

Nope, not all your players. You really don't have much control over what range of skillsets land in your level, but that's really besides the point.

I suppose my main issue with this issue is all the visual cues are standard LBP standards (the sponge is yellow, with the grab chip as the indicator, etc). I want to see something a bit more creative and stimulating than just standard fare. This concept would probably be more applicable if this was more of a series of levels, where you had more room to introduce new concepts and content. I just thought it was a good topic to bring up and share with you and the other readers, even if it wasn't 100% applicable for your level. Sorry for the confusion (or if I caused any more with the answer). This is the kind of concept that you shouldn't think about too hard, but at the same time, always have the back of you mind as you are dreaming up and working on new ideas. If it keeps you up at night, thinking about it, good.



I'm honestly not entirely sure what these visual indicators would be. Arrows? A certain color important things have? Help buttons? I think the switches do a good job of telling the player what to pay attention to and the bubbles help as well in a few cases. Please elaborate!

I'm not sure what those might be, but I'm sure they aren't arrows. Maybe my inner SackNun is just annoyed by yellow sponge? I suppose it's important to stick with a palette (color or otherwise) and stay consistent throughout.




Prizes, carrots, risk for reward and all that. Yes please!

I won't be adding in any new features to the level, because a) I am lazy



Lies! You can give out Ace Prizes, or even Prizes that spawn for reaching certain high scores. All extremely simple, and wouldn't affect the scoreboard. You could at least give out those trees you were bragging about during Speed Create.
2014-02-10 05:57:00

Author:
DarkDedede
Posts: 672


Lies! You can give out Ace Prizes, or even Prizes that spawn for reaching certain high scores. All extremely simple, and wouldn't affect the scoreboard. You could at least give out those trees you were bragging about during Speed Create.

LOL! Alright, I'll put some cool silly prices in then. It's a bit of work trying to get prices people actually want though Also showcasing prices before forcing them on the player, hehe.
2014-02-10 06:41:00

Author:
Mnniska
Posts: 531


Another thing, please be sure they see the tutorial, often times players new to the level think they can wing it and end up starring dumbfounded at something as simple as collapsing a tunnel or utilizing the catapult.2014-02-10 06:53:00

Author:
shanzenos
Posts: 58


Glad to see the suggestions, some I can and can't fix. Also, heads up, upon spawning and leaving the spawn room you have seven seconds of invincibility to go grab weapons, you'll see why pretty quickly.2014-02-10 08:50:00

Author:
shanzenos
Posts: 58



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