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#1

Miasma needs some love

Archive: 11 posts


Hey guys I finally finished my monster of a level after spending two and a half weeks on it. It's a 3 level-linked story, containing two playable levels and an ending cutscene level. There shouldn't be too much to fix. And note part 1 & 2 are a sliver from overheating so I probably can't add much.

Anyways, I desperately needs some plays and some feedback. I'd really like to get the word spread around. I'm really hoping to get an MM Pick with this. Your help is much appreciated and I look forward to playing your levels! Also- feel free to friend me on PSN!
http://lbp.me/v/xg5tev
2011-02-07 06:38:00

Author:
Robo-Bear
Posts: 9


i have played this level and it is great. btw: i have written you what i like and dislike on the levelpage of the lbp2 game2011-02-07 16:27:00

Author:
Unknown User


I'll queue this and go play it now. Expect some kind of short review on the level itself

If you could play mine, it's in the sig. Thanks (:

Edit: FEEDBACK TIME!

Looked amazing, the gameplay was good, if a tiny bit bland but I loved the jump pad/ flying rocks bit. Not too sure about the boss battle though, seems you can just farm points by shooting the rockets and it negates any point collecting earlier on in the level because you can just get an unlimited amount there. Possibly make the score counter on the rockets 50 instead of 5000, that should work.

As I said on the level, you need to have a mess round with audio, you need more sound effects and you need to make them pretty quiet so they blend in with the music, it makes a really good impression, trust me. Also, there are parts where there is no music and it's really noticeable, could you at least put a very quiet percussion track on or something?

All in all, I really enjoyed the level and am pretty shocked that it has so little plays, republish it a few times and I'm sure it'll get a lot more attention, after incorporating the feedback of course (:
2011-02-07 17:13:00

Author:
JonnysToyRobot
Posts: 324


It was a good level with a very nice presentation. The story was good, but I feel like nothing really got resolved. This can be good or bad depending on how to look at it, but I feel like there needs to be a little bit more closure to at least give some hits as to who the characters in the factory are and why they are doing what they are doing. It just seems like there are a bit too many unanswered questions. I would certainly play a sequel to find out answers.

Personally, I thought the platforming was a bit easy, but that is probably just me. The floating rock part with the jump pads was really fun. Perhaps consider developing a way to reward players that consistently hit the bounce pads without landing first. The rock enemies were also creative and well done and I also like that you had a really lot of serets. The only problem I had was that after hitting the button to help the first group of people, had I not been paying good attention, I would not have known to carry the bounce pad over to jump up. Maybe consider making the camera point up to show the next pad when you move to that area. For to boss, if possible, I think it would be good to speed up the aiming. Right not it feels really sluggish and hard to get it to go where you want fast enough.

Overall it was really good and I would recommend anyone reading this that likes heavily cinematic and visual levels give it a try. Even if you were to ignore my comments, I would still consider it a good level that is worth playing. However, trying to spice up the platforming elements would really make it stand out a lot. If you have the chance, I would appreciate it if you give my level a try. Here is the thread link: https://lbpcentral.lbp-hub.com/index.php?t=48216-Ravine-Ramble
2011-02-07 20:43:00

Author:
waffledogRTK
Posts: 22


Okay - so I have no way to say this other than ... I'm impressed. Personally, I thought the majority of the level looked amazing. It was a really cool storyline and flowed in a very odd dreamlike fashion. There are some aspects that seem to go odd, but then you remember it might be a dream - and everything makes sense in dreams.

I think about the only visual that I didn't care for were the ghosts, but they weren't horrid or anything.

Oh yeah, I'm not sure if you know this or not, but there is an toggle "x" showing at the boss fight. perhaps it is there intentionally, but it looks like an oversight. Speaking of the boss fight, it is interesting. Is it possible to lose the fight? I never really felt "in danger" ... and it seemed like it took a long time to finally take him out.

The end was brilliant (in my opinion) - It reminded me of the very end of the original Nightmare on Elm Street in a very homage sort of way... whether this is intentional or serendipitous doesn't matter, because I enjoyed it just the same.


Please play and review my F4F level - the details are in my signature. Thanks!
2011-02-10 20:05:00

Author:
Jaydetiger
Posts: 64


Ok ii will have a look, probably leave feedback on the level

take a look of one of my levels http://lbp.me/v/xk4zsh
2011-02-10 20:53:00

Author:
PerfectlyDarkTails
Posts: 269


Thanks guys! Keep it coming! I'm happy to review your levels!2011-02-11 08:10:00

Author:
Robo-Bear
Posts: 9


Robo-Bear,

Your stage is pretty awesome. I can tell a lot of hard work has gone into making it. While I don't think there is much I can tell you that you don't already know, here is a few things that happened to me while playing your level.

In the little city where Zachariah is located, it may be useful to add a spawn point in Zachariah's house. I am only stating this because if you happen to die jumping across the stones, you are sent back to the elevator. While this isn't a very large inconvenience, it may be worth considering.

Like Jaydetiger, I didn't care for the ghost area that much. I liked the spook factor, but the flashing lights seemed too distracting.

The area just after you fall into the cave, the area where you use the Grabinator to clear out a way. I Think this is pretty cool, but maybe consider reducing the amount of rocks you need to clear to get by. While it works well if you are careful and slow, if you try to speed through this area, it is easy to become trapped. I did it slow the second time so I wouldn't get stuck in the rubble, and it just seemed to take too long. (Only a suggestion, as I don't know if other people would try to speed through and get stuck like I did.)

In the cell area when you need to hit the button to open the cell, an explosion occurs that drops a bouncy pad from the ceiling. Is this because someone is trying to help you, because if so it isn't apparent. If not, it may be more natural for the bounce pad blocks to just be stacked there or something. Also, it may not be a bad idea to improve the camera view so you can see the angle at which to hit the button a little better. Also after the button is pressed, if you made the camera near the way out to indicate that up is actually the way out.

While I am not a big fan of hand holding in levels, you may still want to consider making it more obvious that you are supposed to grab the torch. (Maybe have it flicker a few times or something.)

In the area when you are riding the spider, I noticed something that isn't probably a big deal, but as you drop to a lower area of the cave (through the vertical drop), the sides do not extend very far out so the camera reveals the purple sky on both sides the cave's outer walls. I guess, it just seems more like a corridor rather than a pathway through a cave. If you were to zoom in the camera while falling or extend the exterior cave walls out a bit, it would solve this.

In the area of the factory, just after the elevator with the sack-goblins jackhammering or something to that sort, I like the feel of it. The only problem is if you hope down in between the smoking and vibrating vents (whether on accident or on purpose), there is no way back up aside from blowing yourself up. In the event that you do need to commit sack suicide, you are started down below just after the spider cave, which could also be viewed as mildly annoying. Maybe if you were to add a rail or thin layer preventing people to jump down, it could relieve some possible frustration from occurring. (Also if there was a railing, it may make it more obvious that you are supposed to jump onto that lift, as the railing would not be in your way for that spot.)

Just before the big boss fight, right after the spawn point, there is a visible logic item on the wall. With the gun, if you do not sit on it, and it raises up, you can jump on top of the factory, which then allows you to jump off to the right, falling a long way down to the bottom of the levels space.

About the boss. I agree with JonnysToyRobot, that making the missiles 5,000 points negate the work you've already done in the level to earn score points. Maybe make it shoot out a different size missile at a limited random interval so that players can make those points, but not an unlimited amount of those points. Also, I would suggest looking into a feedback mechanism for how many more times the boss needs to be shot. I know it is supposed to be an epic battle, but honestly, it felt to drawn out. Though, if I knew my attacks were doing something, I'd happily continue to blast it away.

One last note. (I don't know if this is because of the way a level link works or not, but when I was playing though your level, I got disconnected from the PSN and chose not to reconnect. Then once the boss battle was over, nothing happened. I was stuck on the gun and had to make myself go pop to do anything. I assume that it is set to automatically do a level link based on completion of the boss, but I wasn't able to move on. Maybe a timer that waits for a while after the person is supposed to have already left, could then activate an alert that the stage needs to be connected to the PSN to continue. (Though, I don't know if this was the actual cause of the problem or not.)

Please keep in mind that I loved your stage. The above review is more of list of my thoughts as I played through your level.

Also, if you could get a chance to play my level, "Quilted Design v2" and let me know what you think, I'd be very grateful. I am not a creator with your skills, but maybe someday I have a chance. LOL.

Thanks for the great level.
2011-02-11 21:36:00

Author:
rankojp
Posts: 7


I have this level queued now, and will play it and review it tonight.

Unfortunately, I'm unable to access a computer that often, so I am only able to post reviews of your level on the Little Big Planet 2 game. Having said this, I will post a good review with honest opinions and suggestions.

Hope you don't mind, apologies for any inconvenience.

In return, could you please play and review my level in my signature.
When you review it, I don't mind if you post a review on this website or the game, but if you don't mind, I'd prefer the review to be in game, but either works.

Thanks, apologies once again for any inconvenience!

Much appreciated.
2011-02-11 21:49:00

Author:
Unknown User


Okay no more F4F for now, I'm uploading the whole thing again with tons of fixes. I'll post it on here in a few minutes.

Thanks a bunch everyone! You've all been so helpful!
2011-02-12 22:53:00

Author:
Robo-Bear
Posts: 9


Okay- Sorry about the wait. Here is the new levelpage: http://tinyurl.com/4kuna2v and the lbp.me level can be found here. http://lbp.me/v/xtwwk7 queue it up and tell me what you think!2011-02-13 22:49:00

Author:
Robo-Bear
Posts: 9


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