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Mega Man versus Cog Man

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Mega Man versus Cog ManSX_shookie99
An original setting inspired by mega man. Almost entirely on the front plane. Plenty of platforming, running and gunning, paintinator action, and a showdown with Cogman.
Hey I just published my new level and would love for you to check it out and give any feedback if you want to. All apologies if you play it and don't get a mega man vibe. A few secrets and a few prizes including the entire font A-Z I used in the title at the beginning. Most feedback I have gotten on other forums has been very positive. Difficulty is medium to hard. I had a lot of fun making it and I hope you enjoy it. Any feedback is greatly appreciated.
2010-10-07 04:10:00

Author:
shookie99
Posts: 447


Ooh, another level from SX_shookie99 Well, I played this level and copied the feedback I gave over at LBN to show people what I think over here

First, the gameplay, I though it was brilliant. Although I haven't played much mega man, it had some challenges which I really enjoyed and stayed unique with gameplay throughout, you had some great ideas shookie like shooting the pieces above on the platform while jumping over the tiny, electrified pieces, making small jumps at the right time with the electrified batteries going up and down and spikes below or jumping at the right time, grabbing the green part of the spining circles. I also thought the platforms bouncing you up worked well, I got caught under but lots have that problem and I thought it already worked nicely since it barely happened after trying a good amount. The wheels that you grabbed were well designed. The cube part was pretty hard as I said to myself "Oh, I jump, don't you make me fall in that pit of spikes!", but fter a couple tries I got it Although the part where you shoot the parts of the wall with the deadly caution signs is pretty challenging, I thought it was an awesome idea to add.

When facing the things that try shooting at you but you have to shoot at them, the first time encountering them felt kinda cramped but the second time was definitely an improvement with more space and Ifelt like I was a smart solider, making a strategy to take out the one at the top by balancing myself on the wheel while shooting it

The visuals were pretty good and you did a pretty good job using the marvel and incredible decorations. some part felt dissapointing with just that sticker of the robot from the incredibles kit but it was still pretty good. I liked the hidden places with points and the logo in the beginning was great. I think it's awesome that you made an entire font for it, the style for thatwas great and can be very helpful to some. The boss was pretty good aswell, the way of defeating it seemed cool and was pretty challenging and you had to be quick. If you go all the way to the right, you can't get hit by electrical circles and knock out his right side easily, luckily it's different on the left side. I also liked the mega man design at the end

Overall, I gave this level 4 stars and a heart, nice job
2010-10-07 12:49:00

Author:
Dragonvarsity
Posts: 5208


Will try when i get home later today, seems like a good level from the sound of it.2010-10-07 13:04:00

Author:
Couchmuffin
Posts: 53


I came across this level last night in the New Levels section and decided to give it a try.

I must say that I really enjoyed playing this level. It was a bit challenging at times, but I still enjoyed it. It's been awhile since I've played any Mega Man series so I cannot relate to that. All I know is I had a lot of fun playing this level. The overall design was well done. The visuals were nice and appealing.

Just my opinion:
The boss was really tough and frustrating. It seemed like he was emitting too many "shock cogs" too fast in the limited space and some of them even rolled near the checkpoint which instantly killed Sackboy as soon as he spawned. I got shocked countless times.

Of course once I destroyed one of his arms, he was much easier to handle.

This is by no means a negative complaint, just a constructive thought, so I hope you do not take it that way. Maybe it is just me. Maybe other players can handle him easier than myself.

Overall, very well done level. I gave you :star::star::star::star:
2010-10-08 00:54:00

Author:
Garak101
Posts: 101


Great level. I've never seen the paintinator obstacles like this before and the challenge is good too. The Mega Man design you see at the end of the level is well done too. The boss of this level didn't look right though, but what matters the most in this level is the gameplay. 5 stars and a heart.2010-10-09 00:26:00

Author:
JustinArt
Posts: 1314


I've enjoyed Mega Man games before, I'll probably check this out. Too bad you cant get Cog Mans powerup and use it in the next level, huh?2010-10-09 03:38:00

Author:
ATMLVE
Posts: 1177


- Only some of the ceiling is grabbable at that spiky pentagon bit.
+ Loved that quick bonus room with the cog/bubbles.
- Hazard hazard platform was annoying to get onto. + Safe spot on it too were you can't get gassed.
- At that bit with the paint gun on a bouncy pad, the X after the checkpoint messes up your jump.
- Still can take out most of the static guns from a completly safe position, like the black bees/turrets in your other levels.

Darn! I was actually having a bit of fun until the boss showed up with his spammy hazards and spawn deaths.
Lost all my points. The bubbles after the boss were more of an insult.

Has some similar gameplay to the level I'm making atm (bounce pads, checkpoints, batteries even ha). I liked most of the mechanics, just that darn boss had to go an ruin the ride.
Would be five stars and a heart if you fixed him up.
2010-10-09 04:13:00

Author:
midnight_heist
Posts: 2513


Thanks everyone for the feedback. @midnight i updated the boss a bit. I am a bit dismayed that you criticised the safe zones during the level but criticised the boss fight for not having one. The rollers dont roll past the checkpoint any more but now he has another attack as well.2010-10-09 23:45:00

Author:
shookie99
Posts: 447


this level was hard and the boss fight was fun.
5 stars
2010-10-10 05:22:00

Author:
majormel84
Posts: 398


Thanks everyone for the feedback. @midnight i updated the boss a bit. I am a bit dismayed that you criticised the safe zones during the level but criticised the boss fight for not having one. The rollers dont roll past the checkpoint any more but now he has another attack as well.
I shall replay the level to check out the improved boss.

I feel you need to make the player to execute moves (ex. jump) to avoid hazards.
Like your little creature/high paint switch, and the moving platforms with the 2 electric bits, while also using the paintinator were great!

It's a risk/reward behaviour.
The risk is dying via hazard, reward is advancing. That section with the three turrets has no risk, as you can defeat them by staying in one spot.

Every checkpoint needs to be a safe zone. I cannot recall a game where they haven't been safe. The player needs security (and a little break). Pausing the controller takes you out of the moment. No creator wants that.

Take my Dr. Nefarious boss in my level (based on Insomiac's bonus sidescroller).
It's not the most fun/inventive/pretty/etc boss in the world, but it does the job correctly.

You are trapped in a room with a paintinator (with limited ammo). The boss is a similar size to a standard player/sackboy. He moves back and forth on the ground, hazards sticking out from either side. The player is kept active as he needs to jump over the boss to avoid death. If he dies, the respawns at a safe checkpoint above the boss/hazards. The player can then time his descent/jump down and keep shooting.
I added the extra element of limited ammo, however the gun is below intermitent falling plasma.
Risk (plasma death) vs reward (ammo).

Please don't feel I am being harsh to you specifically. I am harsh to most. (everyone else says the good things anyway)
I simply highlight the faults, as this feedback is what makes good creators become even better.

EDIT:
No problem.
Sometimes I take level design too seriously, so you (or anyone else) don't have to listen/learn/unlearn or even pay attention to my insane ramblings.
I do enjoy reading the comments/retorts in response to my feedback though, good or bad.
2010-10-10 07:14:00

Author:
midnight_heist
Posts: 2513


@midnight ...your feedback is perfect and very appreciated. Iwill be polishing the level more. Thanks again!2010-10-11 05:53:00

Author:
shookie99
Posts: 447


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