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Sacks & Sorcery (My first Level)

Archive: 5 posts


Sacks & SorceryzTUKYz
It's sort of like a D&D level, with some obstacles inspired from Super Mario Bros. It has 2 bosses, one of them is pretty simple while the other one can make things harder depending on how you try to beat it. This is my first "true" level.
Hi everyone, kinda dissapointed at how my level has low scores while very few completitions, i decided to join this community for some healthy advertising. Well, this is my first platformer level after 2 survivals and 1 contraption so I guess it makes it my first "true level". It uses most tricks I know from the game and I'm pretty satisfied with my work.
Please play AND beat it, I'd appreciate it alot if you gave some feedback on it, some comments, to become a better creator.
Thanks.
2010-09-05 22:09:00

Author:
zTUKYz
Posts: 4


Let me start out saying you did make a challange...but almost to the point I gave up. I was a cool little simple storyline. The idea was solid, and there were some very creative points in it. Not to spoil any, but the later arch of the level was good. This is a level you should work on to make it better, very much worth some extra time.

The first jump was a little of a twist, but with only four lives having to redo that jump and the the fire balls was crazy. The emitter is set wayyyyy to fast. I did make it several times, but soemtimes I could walk over the flames, many times I just got killed trying to land in the area to start it. Some of the flames kiled me even when I jumped pretty high up. The next jump was a bit dark and far out view wise, the first little hop was fine, the next was a hit and miss too far, and the last was annoying because the camera angle was so for off and dark I could not even jump before I was already falling to my death. The boss/race was ok, way too strong it seemed. I was killed the first play through, second play through she killed me the second I stepped in, the rock fell and blocked me from entering the race because the check point had not registered (the two events need to be linked), and the third time I shot her forever with out being killed, but it just seemed to go on a bit. The alice in wonderland hole was nice, but it seemed lacking a little in making it cooler, like something comming out of the chaest to say go this way. The wall o death was nice, not sure what happened if I was killed, but perhaps make the dissolving pad 3 thick instead of one, it was a bit annoying getting sackboy to avoid the spikes and jump down the hole. The bats were the easiest part in many ways...which was funniest because of the comment given there. I was not killed, but I had no clue the wall was destroyed. I pulled the cannon all the way back and nothing happened, then I saw the button, jumped on it and had no clue it it worked, pushed it back did it again a finally went forward. It would be nice to have a camera blurb or such saying it worked. The asking for bridge was great, just took a bit long, I kept walking around looking for other ways to get it to work because it seemed not to be doing anything. The battle with-in seemed a bit evil because if you got killed you had to go through the flames again...and I had to a few times. Hitting all the targets was a bit hard for the top ones, found a place where I could finally hit them, and the thing moved and killed me and I had to go back through the flame thing again. Beat it on my last life, but avoided the explosions and walked around wondering what to do next when I finally commited sackacide and found the end point...and yes I blasted teh heck out of the guide before it even finished its blurb.

So good challenging level, but it seemed too challenging for slightly cheap reasons at times. It was hard to inspect much of the level due to being offed over and over. Noticed I was the only one who had beaten it too. There were a few corners you could have refined to save space on the thermo. I would say if you tweeked those areas it would be a very fun and challenging level.
2010-09-06 22:52:00

Author:
celsus
Posts: 822


Thanks for the feedback, I wasn't aware of the difficulty of the fireballs, probably because I went around 50 times through it before finishing the level, about the witch boss, I thought 150 hits was ok. Overall, I guess some of the camera angles were not very good, specially the jumping part.
I appreciate your review alot, thanks again .
2010-09-07 00:40:00

Author:
zTUKYz
Posts: 4


The fire balls may have been better if you increased the level size, added a check point before them, and introduced them in a simpler to hard, instead of a max all at once. The camera angles were not horrid, it was just a few areas like the jump one where it was deadly. For the witch you can get other people's views, but it really seemed to last a bit, but more importantly was the issues of the wall closing to keep you from leaving the battle, but the check point not working and the player respawning before it and having to reset the level because they could not finish. I had the same problem, I just moved a star in one of my levels by accident, and it stopped the transport from going from one part of the spaceship to the other, doh!2010-09-07 01:46:00

Author:
celsus
Posts: 822


I just went and did a pretty big update based on your comments, I added a double life checkpoint before the fireballs, removed the camera from the jumping part, (still haven't fixed the witch) , added some perspective to the cannon allowing you to see the wall when you fire it, reduced the bridge thing by half, changed the last chekpoint for an infinite life one and made sure you die the next time you kill the dragon, no matter where you hide.
Thanks again
About the witch, I'll just go connect the checkpoint to the "falling wall" trigger when I go back to it.
2010-09-08 02:01:00

Author:
zTUKYz
Posts: 4


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