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The Kryptonite Mines of Gammatron VII

Archive: 24 posts


Gammatron VII is home to one of the universes only kryptonite mines. One of our world's most powerful heroes NEEDS you to shut it down for good!

Hey there. Looking for feedback on this recently published work. Lots of hours into this one, and hopefully the results are worth it (they were for me). I'm looking for any feedback - especially constructive criticism to help improve my lbp skills. Advice for future levels is always welcome.

*adding pictures*

http://i1.lbp.me/img/ft/ea10ab1acd6f8b2c5a3a371b79d2ea8119d3f360.jpg

http://ib.lbp.me/img/ft/fcb29c33848f724ce1e6e45cef7aee5904cf9710.jpg

http://ie.lbp.me/img/ft/41eaf45fa2ebf0bdc842ba9101f10191af57fb19.jpg

http://if.lbp.me/img/ft/9df3634edbed032dc85a82556717d9664f366c96.jpg

http://ia.lbp.me/img/ft/91a008b3c9e37445294c29465c2299099c3c0aee.jpg

Thanks,
Jaydetiger
http://lbp.me/v/xj0m8g
2011-02-07 08:43:00

Author:
Jaydetiger
Posts: 64


i havent done a review in a while so excuse me if it seems all over the place. First off, overall i thought the level was pretty decent. This is coming from a guy who almost always plays only mm picks and top rated levels. I enjoyed the art style and the boss fight topped off the level nicely. However there are a couple of small things i think you can change or improve on to make this level much more accessible for many more people.

First off, the sackbots in your level seemed random and just thrown out there. Not only that, i couldnt figure out how to beat them without dying myself. They were just too smart and always got me down to my last life before i succeeded in making them blow their own brains out. I would suggest either taking them out completely or toning down their difficulty. They didnt really add anything to the experience imo except make me frustrated.

Another thing i had a problem with was the checkpoint on the second floor. By second floor i mean the floor you reach after you take the elevator down in the beginning of the level. The checkpoint on the second floor sometimes did not register that i had passed it and when i would die from the sackbot, i would end up at the beginning of the level with no way down. I had no choice but to restart the entire level, which was pretty frustrating and i think others wont have such a hard time disagreeing. Im not sure how people do it but i would suggest doing that thing where the checkpoint registers you as long as you are in a certain radius.

Finally. Last thing. As i was going through your level i sometimes did not know what to do. For example, during the boss fight i didnt know that i had to press the two buttons until noticed them after dying 4 times. For this i would reccomend either using a camera angle to your advantage, or using a speech bubble to point out the buttons or where you need to go. There were multiple times throughout the level where i think an obstacle would have greatly benefited from one of these two.

So ya, overall i enjoyed the level but a couple of tweaks here and there could make it a lot more enjoyable imho.
2011-02-07 08:54:00

Author:
spok22
Posts: 206


Thanks for the feedback. Very helpful. I messed around for awhile and figured out how to get the sackbots a little better. Increased size of yellow ammo and took funny head setting off - they seem to die much more reliably now. Sackbots weren't originally part of the level concept - I was going to use some automated defenses, but thermo got the better of me. Currently playing around to oust the sackbots and in the robotic defense network. (Maybe I'll just save the designs for another level).

I did fix the elevator so after unloading at the bottom it heads back to first floor. Hopefully this removes some potential frustration.

I thought about the camera angles and came so close to doing that (the one I really worried about is the button at the end of the hall after the dual color wheel - not sure how easily seen it is... My only concern is that it may take away from those that like to explore and figure things out to give the camera angle walkthrough. I guess part of the design growth process is learning to balance between the two worlds.

Anyway, again thanks for the feedback. Many of your suggestions have already been re-published, and I will look into additional tweaks.
2011-02-07 09:09:00

Author:
Jaydetiger
Posts: 64


Jay, unlike the previous reviewer, I didn't have any trouble with the jackboots...they went down pretty easily. I also had no trouble figuring out how to destroy the boss. My only suggestion would be to add some lighting effects...certain areas were a little too dark at times. Also, the green glass that you used to block layers blended in a little too well with the scenery, but that is a minor flaw and is obvious once you really start paying attention.

All around a decent level...only a few minor setbacks.

Shawn
2011-02-07 20:02:00

Author:
shawneboi
Posts: 221


no problem. if your running low on thermo im thinking you could probably use the level link? ill give your level another play later on and give some more feedback when i can.2011-02-07 22:39:00

Author:
spok22
Posts: 206


I just did a pretty decent update to the level. If anyone played with the sackbots - please let me know how this compares. Sackbots are gone and replaced with more of the original automated mine security that I had planned. Had to simplify and be slightly repetitive from what I wanted, but I think it works okay.

Additionally I added a slight upgrade to the boss battle. Again, I like it.

Let me know what you all think...
2011-02-08 19:14:00

Author:
Jaydetiger
Posts: 64


Added to queue, will review soon. Please queue my level http://lbp.me/v/xdb8kq Zompocolypse: Life After Z-Day2011-02-08 20:07:00

Author:
Hamsalad
Posts: 2551


Awesome, i've added this level to my queue, i'll play it later tonight or tommorow.
In return, please try my level and comment honestly.

http://lbp.me/v/xk-j9v

Thanks!
2011-02-08 20:58:00

Author:
Unknown User


+ I liked the art and color pallet.
- I died after unlocking the safe and both cut-scenes repeated.
- There are places also where you should include a powerup remover. Like before the color safe puzzle.
2011-02-09 06:50:00

Author:
OrangeTroz
Posts: 90


Thanks Orange. I knew about the cut-scene issue. Ironically after I published the "update" I created an entire new list of required fixes. When I went to publish the update, which includes some camera work I noticed someone was playing - you. So you probably missed the update by about one minute.

I didn't have the power-up remover because you can just use the circle button to remove it at anytime. Since the wheels can turn with the grappling hook, I didn't think about it as an issue. If it is problematic I can add it - my reasons for not was more aesthetic than function.
2011-02-09 07:11:00

Author:
Jaydetiger
Posts: 64


UPDATE: intro cut-scene added. Should help with dealing with security crafts, and getting by two puzzles (which I had thought were easy and obvious already). Hopefully with the cut-scene, added camera affects, and a couple other minor tweaks - it meets expectations. I have not extensively played since making modifications (just enough to validate everything still worked. If anyone finds an issue -let me know and I'll correct. Otherwise I think she is finished ... for now.2011-02-09 22:18:00

Author:
Jaydetiger
Posts: 64


Great level! I thought it was clever how you made the grappling hook act as a weapon too, and the light puzzels were equally awesome. All the platforming was a lot fun, and I was always looking forward to what was going to happen next! I only had one small issue: When you complete the second light puzzel (with the grabbable wheels), the cutscene for it took a bit too long and leaves you waiting a bit before it ends. Also when I completed it, I died and respawned back before the puzzel, and the cutscene activated again. You may want to make it happen once. But, regardless, it was a great level! Good job!2011-02-11 02:12:00

Author:
Jdsfrog
Posts: 97


Thanks very much for the feedback. I thought I fixed that camera, but when I went in the counter was set to got to 10 ... oops. Corrected and it is now a one shot deal. I'm glad you pointed out the camera length, I've corrected the offenders and it is now much quicker to pan through that area.2011-02-11 07:13:00

Author:
Jaydetiger
Posts: 64


Well, here is my test after you are tested mine as promised.

So I really liked the integration of many tools LBP2, especially the grapple. What about if the visual aspect aside wouaaahh! I really found your perfect level to the point of view decoration. I have not seen any construction defect or mechanism. I'm going to this not to advertise on the forum which I am bang on!

Congratulations on your level!
2011-02-11 08:44:00

Author:
z-guner7
Posts: 8


Me again. Anyways i went back and replayed your level. I noticed all the changes that you made and they definitely made your level better. I loved how you used the grappling hook as a weapon. Very creative. And I noticed that you used cutscenes to point out the important parts. Now, the only complaint i had was that the end boss was a little too difficult and could get frustrating. I dont mean the end boss itself, but the platform that shoots you when you try to jump on. But dont change your level on my account. Its your choice whether you want to change it to make it easier or not. I have nothing else. Great job. I gave you a <3. And ill be looking forward to more levels from you.2011-02-11 09:19:00

Author:
spok22
Posts: 206


+ Unique visual style.
- Third white crystal in cave not glued down.
-+ The colour wheel puzzle is nice, but confusing. Why are there x2 green lights?
- Cutscene stops bubble combo.
- Score bubbles all over the place, it's like you stopped trying and just let a bunch fall down from the sky.
- Missed magic mouth before boss.
+ How you turned a boss' body part into a hazard the player needed to jump over.

Nice level, didn't have any major problems.
2011-02-11 10:27:00

Author:
midnight_heist
Posts: 2513


Just play it!
Sorry it took so long for the feedback.

I really enjoyed this level.
The gameplay was good, it didn't bore me so it kept me having fun.
The visuals were quite nice. But it was not my taste. So I didn't like them so much.
Also the level was far too dark for me. I had to turn the gamma to maximum to see what was going on. I don't know if its because of my TV, but usually I can see everything perfectly. But your level is... a rude level!!!

I would suggest putting in some permanent switches for some mechanisms, because sometimes I pressed a button twice and whooo, the platform went back.
And when you get to this cave scene (when the music changes to "What Are You Waiting For?"), you can see the background above the cave. And that looks strange.

To sum it up: A 'Yay' for green!
2011-02-11 11:56:00

Author:
RedShadow_88
Posts: 100


Hi Jaydetiger,

I enjoyed you level, especially the art style.

I didn't get stuck in the same way others have mentioned but I did get frustrated with the boss. It isn't very forgiving of LBP's terrible jumping system that snaps you to a layer, so I found it a real pain to get up to the button on the far right.

Please play my level and give some feedback on my thread:-

https://lbpcentral.lbp-hub.com/index.php?t=48177-Mason-s-Temple-Part-1

I look forward to your next level.
2011-02-11 23:53:00

Author:
earlsignet
Posts: 16


wow ! looks great will play ! and i'd change the logo to a more logo-ish logo fro you level 2011-02-12 10:10:00

Author:
TOXIC_KILLA_
Posts: 147


Added to queue, this looks fantastic! F4F is in my sig, thanks 2011-02-12 11:54:00

Author:
agsrule
Posts: 89


Hey man, thanks for feedback on my level! Here's my feedback for yours.

The good: The art design is essentially flawless, consistent and yet pleasing on the eye throughout. I really liked the use of the grappling hook as a weapon and the final boss fight, plus the overall platforming was solid.

The bad: There are a few sections in which LBPs infamously dodgy Z-axis movement leads to frustration. Just at the end of the first section before the second elevator, with the two moving platforms and the green plasma ground, sometimes my sackboy would jump onto the plasma instead of the platforms. Also the very short section before the bridge is very 'jagged', leading to similar problems, although that's just a very small issue. I despise 4 life checkpoints as well, I think double-life checkpoints should be used more liberally throughout. And I didn't really like the colour wheel puzzle, I ended up solving it but I'm still not sure how lol.


Overall though I did really enjoy this level, the art design being of the highest quality, but there were just a couple of frustrating bits which, in my opinion, could be largely forgiven with more double-life and infinite checkpoints, as it's Media Molecule's fault the Z-axis movement isn't precise enough so you gotta work with it
2011-02-13 16:08:00

Author:
agsrule
Posts: 89


pro
+Great visual style
+Good gameplay
+Good obstacles

con
- I had a problem while the bossfight, the "shooting thing" stucked after i lifted the pillars. After i died i was respawned and killed all the time by the plasma. But I solved this problem by jumping up in the other layer.

All in all it was really good and i loved the style. Its been a time since I played this level, so maybe you fixed the bossfight already. F4F would be cool if you play/review in return my level "Cave of Cake" http://lbp.me/v/xp8h2k
2011-02-15 12:19:00

Author:
se-mi92
Posts: 101


'm so sorry for the late reply. It's just been a busy couple of weeks for me, not only for work but only on life but I'm glad it slowed down for a bit so finally, I have time to play LBP2. I'm writing as a play along.

The first part, I didn't know what happened. The one where you were supposed to grab the thing that goes down. I tried grabbing it for like 5 minutes and it won't grab it. After awhile, for some reason, I was able to grab it again and continue on.

I was surprised it was short. I was looking forward to more of it.

Over all, it was a very nice clean level with a decent amount of puzzles. I really liked the color puzzle. The boss fight wasn't hard at all but it was well made. The whole level is very clean. I've always wanted to create a level like this with clean looking edges and great mechanism. I gave it a yay and would recommend it.
2011-02-20 17:17:00

Author:
Whitemon
Posts: 57


a huge long enjoyable level
i would like to report bugs or give ideas how to do it better but i don't know what to say it's great how it is!
sure the background of the inside looks a little bit allways the same but thats the onyl way to keep the level long and not overheating. i think thats fine!

if you like to do a small F4F as well plz go here or ingame:
https://lbpcentral.lbp-hub.com/index.php?t=49851-Little-Big-LUMINES-Puzzle-Fusion&p=778580 thank you!
2011-02-21 22:18:00

Author:
ForcesWerwolf
Posts: 475


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