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#1

The Legend of Odinbot

Archive: 7 posts


I would deeply appreciate feedback for this level. I can F4F up to 10 times, although I'd ask that you wait for the weekend before I return feedback.

In particular I notice on my level stats that a lot of players are either unable to finish or leave. I'd appreciate any help finding out which it is and what is causing it. I'm hesitant to edit too many hints into the level as the puzzles are supposed to challenge, so I need help determining where the hints need to be.

Secondary elements to my request for feedback are on the quality of storytelling and any ideas to make the greenhouse section (you'll know it when you see it) more interesting. The greenhouse section's intention is to be a 'playground' to let the player mess around for a bit with distractions, to relax the atmosphere after a turning point in the story.
http://lbp.me/v/xdw3p5
2011-02-09 16:49:00

Author:
munrock2
Posts: 96


I loved it! The movies were great and the challenges were just that. I think maybe the lack of finishing is due to the inability to complete the puzzles, I didn't notice anything that was broken or blocking any path and I didn't have to kill the sackbot for any reasons. The only aspect of storytelling I didn't feel was in line was at the end when it was talking about the three of us, maybe introduce Loki earlier, I assumed he was the red guy, other than that great job!2011-02-09 19:09:00

Author:
Birquah
Posts: 17


Thanks, Birquah! I actually had to concatenate the level due to thermometer issues, hence the sudden jump there. I'd hoped it would go unnoticed. I'll address that issue through the sequel.

I presume you'd like feedback on Wailing Caverns? It's on my queue
2011-02-10 03:45:00

Author:
munrock2
Posts: 96


Wow, norse mythology meets sackbot factory. Love the backstory. Great (interactive) movie scenes: overloading the scanner, getting the chip implanted via the optical plate, lol! Funny secret areas.
The puzzles are nicely done, perhaps somewhat too challenging. You could think about installing an optional hint system? Nice little game-ideas like shooting the bombs and batteries. Flying on Hugin & Mugin.

Maybe you could add some extra save points, for example one right behind the purple tubes?
You should also make the emitted javelins dissapear after a set time. Otherwise they can cause problems. (On my first playthrough I managed to wedge a spear above one of the switches in the sackbot crushery, then switched on and off the helmet. After that the spear from the FIRST worn helmet stayed in place indefinetely, preventing me from flipping the 2-way switch and finishing the puzzle. Thus restarting.)

Can't wait for the next level in this series. Great job!

If you could F4F one of my Deliver me from Eve-levels, that would be great.
2011-02-11 09:37:00

Author:
pickled-punk
Posts: 598


+ Overloading scanner.
+ Puzzle works fast enough for guesswork.
+ "Error" cutscene.
- Ha. Had the exact same problem as pickled-punk. But the spear disappeared, so phew.

Nice idea with the norse/sackbot theme.
Had some interesting gameplay in there too.
Would definitely play a sequel.
2011-02-11 11:24:00

Author:
midnight_heist
Posts: 2513


Thanks, pickled-punk, thanks midnihgt_heist! I'll give feedback on all the Deliver me from Eve levels, they look great and I want to play them! midnight_heist, does your sig signify your preferred level for feedback? I've queued a few of yours anyway!


Maybe I could get Loki to prompt on the scrap room puzzle. It was actually much harder before, you had to use the spear to stop one of the scrapped sackbots from reaching the bucket so you could tinker with it before the procedure could complete. It was a crushing feeling to cut it out for simplification's sake!

As for the grid puzzle, well, maybe after so many moves I could just blow it up and let them pass, but give points for solving it.

With the save points, I was hesitant to put any in before the chip gets installed. I wanted instead to add a cutscene if the sackbot dies with the narrator saying "well, as you can see, that sackbot wasn't the chosen one," before giving the player another bot off the same production line.

I'll make adding another checkpoint after the purple tube a low-priority change. There's not much space left on the thermometer and there's a checkpoint at the other end of the tube. And the bunnies aren't that dangrous!

The spear dissolves after 2 or 3 minutes, lol. Original plan was to use it like the cakeinator in the Bathysphere story level, using it to climb/jam stuff. And it's used in that context in a couple of places. Hmm, perhaps making it destroy itself when grabbed?
2011-02-11 14:14:00

Author:
munrock2
Posts: 96


Hiya, I'm helping the spotlight crew work through the backlog, saw this level. No idea if you still want feedback, but:

1) The intro is too long, or has too little interest; long static shots aren't interesting to watch. Tighten it up or make it more interesting.
2) Not enough clues in general; you need to give players a chance to figure out how to do something based on clues in the environment. Most of the puzzles were just a matter of guessing.
3) You've still got the bug with spears not disappearing. Had to restart twice to get around it
4) Your checkpoints are too far apart. A good rule of thumb is a checkpoint after each platforming sequence.
5) Many of your camera angles, particularly in the first bounce pad sequence after getting the spear-hat, are too extreme and shift too quickly in the middle of jumps, making you miss your target
6) in the 'save the sack-garbage-ball-thing' sequence, firing the spear at the moving platform controlled by the red switch makes it behave in really weird ways. sometimes staying up beyond the timer running out, sometimes tilting to a steeper angle than it should, etc.
7) getting auto-sucked into the level link was annoying; I wanted to finish the level, not play more.
8) I'm guessing the davinci above the sack-garbage-ball was one of the secret areas? You said in the level notes to take a picture. Couldn't do that when trapped in a sackbot and the menu button was overridden by the suicide button.

I like the song choice though. Love that song. Not meaning to rain on your parade here, there were some good ideas; the red light/green light puzzle was interesting, the electrified platforms right before that were quite a bit of fun, and the shooting-spears-at-bombs to clear the way was a nice twist on an old mechanic. Installing the optic chip was hilarious.

However, you may also want to look at the visuals for this level; there is a really weird and wide gap between your very cute outdoor areas which are very well executed, and the indoor computerized areas which seem kind of barren and uninteresting. The thematic clash between them is a bit strange too, as the Norse myths imply a pretty specific technology level and setting, and you didn't really show/explain why it makes sense to put those myths in that setting.

You might also want to look a bit at flow and realism. None of the sequences felt particularly connected to each other, either visually or otherwise. I mean.. start in a factory type place with sackbots on an assembly line, get scanned, then get sucked away somewhere else. Okay. Thin on story, but that's not a problem, and looks pretty 'realistic.' But then... down a giant purple hamster tube into a big abstract platforming area. It's kind of a weird change, and doesn't seem to make much sense to me. I would go with all abstract (in which case the story kind of becomes irrelevant), or make the subsequent sections look like parts of a factory. (For example, what if the area where you shoot the battery with the spear-hat wasn't a battery? what if a circuit board was broken so it's shorting out all over the floor, and a nicely-aimed spear would fill the broken area and restore proper flow of power?)

The only reason I've written this, by the way, is because I think there is a germ of a really cool idea here, especially the character-switching mechanic in 1.5 (though you need to reexamine how you're handling sackbot death; I had to pop myself each time I died. Never got far enough to see if you did this, but what would be cool would be a single room with various obstacles throughout, and having to switch back and forth between characters on the fly to get through it).
2011-05-16 22:28:00

Author:
roux-
Posts: 379


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