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Going for a wonder!

Archive: 22 posts


Going for a wonder!JetArtois

SEE THE OTHER THREAD IF YOUR ON THIS ONE FOLKS, NEW & IMPROVED VERSION, THANKS.

Set out on an adventure over green pastures, twisting caves and through an old ruin to get to the Castle dungeons....then get out alive!
My newest level and i think my best, still trying'!
http://i1216.photobucket.com/albums/dd366/The-Questor/3333333.jpg
http://i1216.photobucket.com/albums/dd366/The-Questor/333333.jpg
http://i1216.photobucket.com/albums/dd366/The-Questor/33333.jpg
http://i1216.photobucket.com/albums/dd366/The-Questor/3333-1.jpg
http://i1216.photobucket.com/albums/dd366/The-Questor/333.jpg
http://i1216.photobucket.com/albums/dd366/The-Questor/33.jpg
2011-01-26 22:58:00

Author:
JetArtois
Posts: 232


great! this looks promising I'll check it out! 2011-01-27 05:56:00

Author:
jimydog000
Posts: 813


I'll give feedback for this level sometime today. Sounds good!2011-01-27 14:16:00

Author:
Fading-Dream
Posts: 164


Yeah be nice to have some pal.2011-01-28 17:39:00

Author:
JetArtois
Posts: 232


Hey there!

I downloaded this level today off the "cool levels" section of the community moon so I figured I'd tell you what I thought.

You definitely have a lot of potential--you're level clearly stands out above the others I played from the community moon today. You know how to use the corner editor, you know how to pick materials, and you know how to create environment.

That being said, you should work on gameplay for your future levels; most of this level was very basic platforming--just climbing up and down stuff. There was really no sense of danger or anything at all. I can remember one part where you had to jump over some gas. Other than the part with the switches and doors, the level felt un-interactive, like I was just jumping through a stationary map.

What you should focus on is making things like puzzles and platforming sections with some moving parts to actually get some interest going while playing the level. Even if its just some jumps and rope swings in some parts, something with a bit of danger in it. The score bubbles were really the one thing that kept it interesting.

Sorry if that sounded harsh, its meant to be taken as constructive criticism. I'm pretty sure I rated it 4 stars, but I definitely think you can make 5 star and heart worthy levels in the future.
2011-01-29 21:36:00

Author:
metsfan1025
Posts: 181


Sorry for the late feedback. I forgot!

I thought this level was solid if not a bit non-interactive (As pointed out by metsfan). I also didn't reach the end because I didn't grab the key and wasn't sure what to do. To be honest, this level just didn't set a spark in me that made me want to replay it. The platforming was a little too basic. Some of the scenery also ended abruptly such as the part right after you jump on the tree. I gave it four stars. Definitely potential here and looking forward to what you come out with next!
2011-01-30 06:18:00

Author:
Fading-Dream
Posts: 164


Thank you mets for the feedback, all taken on board. I no what you mean with the basic platforming, most of my levels are like that. Still tryin to get to grips with making things work. I think i do well when i get something moving or switches working. Yes i do need to do some puzzles but can never think of any. The key bit and switches are about my puzzle abilty, but will have a try. Thanks again.
Thanks also too Fading Dream for your comments, again taken on board. I tried to make the key bit a bit challenging. If you stand on the edge of the castle, the camera pans down a bit to see a gap in the cave where the key is hiding, then enter with the and my lame puzzle abilty is there with see switches. Wished you had finished the level to see it. Thanks again though, can only improve, cheers.
2011-01-30 13:53:00

Author:
JetArtois
Posts: 232


Thank you mets for the feedback, all taken on board. I no what you mean with the basic platforming, most of my levels are like that. Still tryin to get to grips with making things work. I think i do well when i get something moving or switches working. Yes i do need to do some puzzles but can never think of any. The key bit and switches are about my puzzle abilty, but will have a try. Thanks again.
Thanks also too Fading Dream for your comments, again taken on board. I tried to make the key bit a bit challenging. If you stand on the edge of the castle, the camera pans down a bit to see a gap in the cave where the key is hiding, then enter with the and my lame puzzle abilty is there with see switches. Wished you had finished the level to see it. Thanks again though, can only improve, cheers.

Okay, I'll go replay the level...

Wow. it was a lot more fun after the prison part. I liked the switch back tracking and it just felt more engrossing overall. Still, I would suggest having another route out of the prison because random people who play it could down-rate because of this.
2011-01-30 14:58:00

Author:
Fading-Dream
Posts: 164


That's nice that you had another go FD, thanks. I know what you mean with not alot happens until then. Need to introduce more things like that in my levels to keep the interest there. Again, thanks.2011-01-30 16:59:00

Author:
JetArtois
Posts: 232


Also, one question: Why is the level named "Going for a Wonder!"?2011-01-30 20:15:00

Author:
Fading-Dream
Posts: 164


I named it before i even started it really mate. Just called that as there's no real mission or quest or even story to it. Your sackperson goes for a walk and comes across the cave, ruins, castle etc. Not great at naming levels.2011-01-30 20:58:00

Author:
JetArtois
Posts: 232


I named it before i even started it really mate. Just called that as there's no real mission or quest or even story to it. Your sackperson goes for a walk and comes across the cave, ruins, castle etc. Not great at naming levels.

Haha, okay. Good a reason as any for the name.
2011-02-01 18:08:00

Author:
Fading-Dream
Posts: 164


First off,
I must say, this is your best level yet!


The Bads
Too much things were set to "on & off"
-You would've better setting things to Directional-
Brushed Visuals
I saw a few parts with brushed visuals, this, is a big NO NO-

The Goods

Awesome Visuals!
-The corner editing, was epic, I must say, I enjoyed it the whole way through-

Overall, really fun!
-I really enjoyed this level, it had awesome platforming-

The What
Where'd the random voice come from in the cave??
-Self Explenatory-

This is your best level yet! I thought is deserved :star::star::star::star: and a <3,

BUT I gave you :star::star::star::star::star: and a<3

I took pics for you!

http://i1216.photobucket.com/albums/dd366/The-Questor/3333333.jpg
http://i1216.photobucket.com/albums/dd366/The-Questor/333333.jpg
http://i1216.photobucket.com/albums/dd366/The-Questor/33333.jpg
http://i1216.photobucket.com/albums/dd366/The-Questor/3333-1.jpg
http://i1216.photobucket.com/albums/dd366/The-Questor/333.jpg
http://i1216.photobucket.com/albums/dd366/The-Questor/33.jpg

Copy and paste this into the Oroginal Post,

http://i1216.photobucket.com/albums/dd366/The-Questor/3333333.jpg
http://i1216.photobucket.com/albums/dd366/The-Questor/333333.jpg
http://i1216.photobucket.com/albums/dd366/The-Questor/33333.jpg
http://i1216.photobucket.com/albums/dd366/The-Questor/3333-1.jpg
http://i1216.photobucket.com/albums/dd366/The-Questor/333.jpg
http://i1216.photobucket.com/albums/dd366/The-Questor/33.jpg
2011-02-02 03:38:00

Author:
The-Questor
Posts: 1328


Thanks Quest for taking the photos and for the feedback, really happy with that. Could you give some info on 'brushed visuals' as im not sure what they are. Is it a flat edge? As for the setting things to Directional bit, im still getting to grips with things moving, but will definatly try them out in my next level. As for the cave voice, a ghost?!?! Again thanks for the advice, always looking to improve, cheers.2011-02-02 18:21:00

Author:
JetArtois
Posts: 232


Hey Jet!
Loved it. Well, I see I'm not the only one who likes environmental adventures! This was a very well made level, everything looked great, and boy was it a looong adventure. You're already a great creator, but just need some fine tuning here and there. The corner editing was spot on, but the shapes were not decorated enough. Some well placed stickers go along way in making the environment "come alive", especially in outdoor scenes. They don't use that much thermo either, so go crazy!
Some odd choices in design too such as blocking out the background with material, and then letting it show later in the level. I'm assuming you wanted to hide the grass/fence of the backyard backgound, but you could have just built the level up high in the sky to begin with to avoid coving the background. Nothing says you have to start the level on the ground as everything can be set to stactic and be placed anywhere even off the ground. I thought the gameplay was fun and varied, no complaints! Just maybe think about adding a few characters here and there so it doesn't feel empty. Like someone said, it's odd when a mouth talks to give you instructions, but there's nothing there. If it's a "ghost", then make a ghost. It wouldv'e made a better visual and added charm to the dungeon. Characters add, well..character, heh. And since I was feeling generous today, I also played your "Get out Much?" level, and quite enjoyed that as much if not more than this level. It was a fun theme, and seemed more decorated and vibrant. I lol'd though because the boat trip was one time only, and you had to restart if you fell off. You know you can put a continue gate on the actual vehicle right? In case they fall off, they pop back up on the boat. Problem solved! Anyway, hope this advice helps, and keep creating mate, I have a feeling your next one is gonna be your breakthrough!
2011-02-05 16:20:00

Author:
kaiju_kid
Posts: 329


Thanks Kid for the great feedback. Glad you liked the level. The background was done like that because i wanted to add some bits of my own in there like the house near the ruins and castle and things like that, but it did look a bit weird when my background finished and the Garden theme came in, i know what you mean. It could of done with some characters in it and to be honest i was going to put a guard at the top of the 'LBPC Towers' part saying about the key, but forgot to change it from voice in the dungeon and went and published it. Thanks also for trying 'Get out Much'. Didnt even think of doing that with the boat, i even had to put a little ramp on the ground to stop the boat from going off on its own, hence why the boat doesnt go straight away, ha! Thanks anyway for the feedback mate, really is a help, all feedback is. Cheers matey.2011-02-06 20:18:00

Author:
JetArtois
Posts: 232


Alright, here's some returned feedback!

The opening area looks great, a good show of corner editing. The stickers also look great on your background, though I'd suggest trying to make more of it in one piece, avoiding the lines. Gardens music fits well, and trees look original. The caves look creative, and though I had trouble getting in (TWSS) to the wooden section, it looks great. The stone section I didn't like so much - the transition just seemed ugly, although I did like the sound effects. Not a big fan of the visible pistons, but the fence looks good too.

I don't like the trees here, as the green sticker doesn't layer well. I like the way the castle fits into the ground, it seems very natural. The sudden break in the background is very ugly, I don't like that at all. LBPC Towers sign is hard to read, too. The dungeon is well-shaped but uses a poor choice of materials in my opinion. Gameplay in here is very basic but fun, and the stickerwork is great. The end of the section was a bit annoying as I had to restart to use the launcher and grab onto the circle. After that, just a hop and a skip to the scoreboard!

Overall a fun level, with a few flaws holding it back. I gave you four stars.
2011-02-09 22:03:00

Author:
Voltergeist
Posts: 1702


Thanks B3 for the feedback. Not sure what TWSS is though mate. I know what you mean with the background change, it is ugly, looks sort of unfinished. Also you didnt really need to restart to use the launcher just drop back down and relaunch to grab onto the circle. Cheers pal, all feedback welcome, can only improve.2011-02-10 20:50:00

Author:
JetArtois
Posts: 232


ill go check it out
sounds cool and the pics are awesome
2011-02-11 15:20:00

Author:
nysudyrgh
Posts: 5482


hey i played it and itis awesome
its soo underrated only 8 hearts for such a cool level
the platforming was a little basic but not too bad
5 stars + heart
2011-02-12 12:19:00

Author:
nysudyrgh
Posts: 5482


Hi Jet, here's some feedback right back at yas:

Loved the visuals! Great choice blocking the background with a material. And nice sticker work on the background object. It unified the whole visual vibe and felt very LBP. On the flip side, it was a bit jarring when the background material ended and the photo background was visible. Can you extend that background material to block the background photo throughout the entire level?

Very nice choice of materials throughout the entire level. They compliment each other really well.

The environment itself does get a little sparse in a few areas. I'd echo some earlier feedback you received and suggest adding a couple characters. The characters don't have to say anything complex or be part of a puzzle. Just seeing a slightly animated character and hearing a sound effect will liven-up the level. For example, a hanging bat in the cavern. Or an emitter that fires bats as you enter the cave for the first time? Or, like you said, a guard in the castle tower.

The corner editing on the ground objects was well done. But I did get stuck in a few of the sharper corners on the ground. I suggest either smoothing them out (if you want the player to ran along them without getting stuck), or adding a hazard (if you want the player to jump over those sharp corners areas).

One last bit of feedback?

On my first play-through, I managed to land in the jail cell without the key. The Magic Mouth was a nice touch. It saved me a lot of time and informed me that I missed the key. But I had to kill myself to respawn at the top of the castle. That didn't feel too good.

Someone much wiser than myself once gave this bit of advice when designing puzzles - "show the problem before you show the solution". In your case, you'd let the player find the gate before they can find the key. Then you could add a small climbing section off to the right of that gate. That section could lead to the right, upward, and left to the key on the ledge. Then the player can drag the key to the left, off the ledge, and fall straight back to the gate itself (a nice quick return to the gate, instead of dragging the key back through the climbing section).

I know most of this feedback is mostly constructive criticism (and some friendly suggestions to get your imagination going). I just want to give you some feedback that you can act upon if you plan to continue polishing this level. And I hope you do - it's a great level and some simple tweaks can make it even better!

Keep up the good work. I'm looking forward to trying your other levels.
2011-02-22 05:57:00

Author:
Unknown User


Thanks No Good Monkey for the great feedback. Ive had alot of good and constructive feedback for this level and it really helps. I play and see a lot of levels and think how do people do that,like making things disappear then something else pops up. But putting things in like characters, like you and Kaiju said, just to say something is a great idea to break up parts in a level. I have took your advice and other peoples feedback and gone for a polish of the level. I will attempt to iron out some flaws, although will no doubt not please everyone and lose some hearts and plays, but the sudden change in the background is the first thing to go!!! Thanks again pal.2011-02-22 21:20:00

Author:
JetArtois
Posts: 232


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