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#1

Run!

Archive: 48 posts


Level Features-

*Updated 2/23/11*

Random building placement: The skyline will be different with every play creating a unique challenge every time.

Day and Night cycles: The whole level will change from night to day and back, because your runnin fool!

Music Selection: Press R1 at the menu to select a track to run too. Even sackboys have ipods you know...

New*Bonus scoring system: Grab the goo balls and chase after the ! icons for extra points.

I really enjoy LBP levels that have you running from huge things to stay alive, so I tried to make my own with a twist. This is a single player survival challenge. It was also inspired by running survival flash games that have you running while the level gets faster and faster. Points are gained by staying alive.

http://ib.lbp.me/img/ft/43b708984f70cec5136ffe742691448a7d529a3f.jpg

http://i6.lbp.me/img/ft/ea63cff7fbf7b3b85a69f38a89a37ffd89854b31.jpg

http://id.lbp.me/img/ft/48dff587f9571ecfa9f58582468501b8fc0de314.jpg
http://lbp.me/v/xmv7qf
2011-02-09 17:20:00

Author:
Siljin
Posts: 76


This was a really cool level. I don't usually care for survival levels, but this was the first time I've actually like one enough to replay multiple times. Great job on stringing buildings together in a fun way smooth way. My only real problem was that the physics felt really awkward and took a while to get use to since the buildings were moving fairly fast but I was essentially staying in the same spot. This also makes it very punishing if you need get too far ahead or need to go backwards for some reason. For example, at one point a got ahead of myself and grappled to a post only to see gas right ahead of me. I had to stop and wait a while which cased me to loose my momentum and not be able to get high enough to get to the next building. I think if possible, it might be good to slow down the pace that the buildings move and actually move the gas forward a bit as the level progresses so that the player will actually be traveling forwards. I think it may reduce the awkward feel to the level and let players adjust more quickly. It could also potentially make things worse, but just something to think about. This problem was also far from bad enough to keep my from enjoying the level.

I also think that you should add additional scoring opportunities so that it will not be only about survival. Add some bubbles to reward players for stringing them together to make combos. Perhaps have more in harder to reach areas to reward potentially risky playing. Another thing I was thinking about is giving the player a bonus for not touching the ground except for bounce pads. I found myself doing this and it was fun and I could make it through most obstacles smoothly. I'm not really sure how you would go about doing this, but still just something to think about.

My last comment is that I never saw that awesome looking monster except of the title screen. I got killed by the environment every time before the level speed up enough for my to start loosing ground. For something that great looking, it is a shame.

It was a very good level and I really enjoyed it. Please continue to make creative stuff of this quality and I'll keep playing it. If you have the opportunity, I would appreciate it if you would give my level a try as well. It is the only one I have made a topic for under my creations. Thanks.
2011-02-09 18:54:00

Author:
waffledogRTK
Posts: 22


Queued! Looking forward to it 2011-02-09 18:57:00

Author:
Dietomaha
Posts: 156


are the buildings really different every time? Because I was actually noticing a pattern2011-02-09 19:21:00

Author:
InfinitiMinded
Posts: 50


wow that looks fun and that alien big monster dinosaur lizard...thing Looks Awesome! ill play this soon 2011-02-09 19:57:00

Author:
Bloo_boy
Posts: 1019


@waffledog: thanks for all the really good feed back. I like your idea about adding score bubbles and I think I'm going to add that to the level for sure. As far as the physics go it is a bit floaty because some times the buildings don't spawn as close as I would like them too so the solution was to up the gravity. I have the gravity increase at each difficulty change but I think I'm going to up it even more now. As far as the bounce pad thing that is a good idea too...I'll have to play with the logic but I'm sure it is possible. Also with the monster...yeah I want to show it more but I don't know how with out slowing frame rate down or screwing up the player...any ideas?
I Q'd up your level so I'll take a look and post in your thread.

@Infiniti: The buildings are set with a randomizer but it turns out that a randomizer isn't really random I found out...Let me explain. I found that when you place a randomizer it creates it's own unique "random" pattern, BUT! It is just that...a pattern. So you can play something over and over again and that "random" pattern isn't really random at all. Very frustrating. My work around was to have the pattern going as soon as you start the level. That way depending on when you hit the first building is what pattern you will get. So technically if you hit start at the same time every time you play you will get the same pattern. If you hit start a half second later it will be different.
2011-02-10 01:24:00

Author:
Siljin
Posts: 76


That was awesome! It was very fun and I ended up playing it many times. Great art style and gameplay!2011-02-10 01:39:00

Author:
Jdsfrog
Posts: 97


awsome level, really enjoyed it, played it like 22 times lol2011-02-10 01:48:00

Author:
steadler
Posts: 180


I've queued the level and will try it next time I sign in. I like the sound of the randomised building spawns, and by the sounds of the posts, you've done a good job! Looking forward to trying it out 2011-02-10 01:55:00

Author:
Unknown User


This was really good! Yeah, the random thing doesn't work, but it's still great. Definitely challenging. At one point I got quite far and landed on some electric platform, beh... it was great! Very aesthetically pleasing, nothing too difficult (good for survival challenges anyway) and interesting concept. Nice!2011-02-10 09:36:00

Author:
Breezy-The-Pro
Posts: 134


I've reviewed and commented on your level.
PRO's
First of all, I would like to say well done with your level concept. The idea was really good.
I liked the day to night shift, remembering to put Holo material over the buildings in the background was nice to see.
The monster design was also good, but I tried not to stick to close to him
CON's
Unfortunately like the others have stated, the building generator was a little off, and buildings were spawned that were similar quite frequently to the last match.
The generator also tended to spawn a small billboard, followed by a thin building, only the positioning is 'off' and its very hard to make it over such a long distance.
____
I think the level overall was good and had replay value there, I would personally suggest 2 things.

1 - More buildings which are closer together (more building designs to spawn).
2 - Maybe a little more detail on the buildings? But its not a priority!
I think with the right attitude and knowledge, you can turn this first, good version of RUN into something great!

When you have the time, I would be very grateful if you wouldnt mind, trying out my level J.A.C.E and dropping in a review!

https://lbpcentral.lbp-hub.com/index.php?t=48649-J.A.C.E-Parkour-engine-sackbot.

http://lbp.me/v/xm0k6f

Thanks and well done!
2011-02-10 12:00:00

Author:
Unknown User


I have queued this level and will play it and review it shortly. When I review it, I'm sorry to say I won't be able to post the review on here, but I will do so on your level in game.
Apologies for this, but I'm rather busy at the moment, so i queue levels, play and review them in game.

In return, please try and review my level.

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

Much appreciated.
2011-02-10 15:06:00

Author:
Unknown User


Queued up! I like the look of this one!

If you have the time, I'd appreciate a play of my level, Director's Cut (in my sig), along with a post in its thread maybe. But don't feel obliged to
2011-02-10 18:46:00

Author:
Jonny_Segment
Posts: 35


jonny, racing, sledger I Q'd up your levels.

Thanks all for the really good feed back.

Jimsledger: thank you for the criteque. Building spawn: I am going to tweek the buildings to spawn closer so that problem wont happen as often. More detail to the buildings is not a problem. I have plenty left on my thermomiter. I have 8 different buildings but some don't spawn as often for some reason. Ganna tweek it a bit.

Breezy: yeah the "random" logic is really frustrating and I'm looking into a way to make a truly random experiance every time.

I'll be updating the level with some of your suggestions and fixes. I'll be playing/reviewing your levels also.

Thanks for all the reviews guys. If this level gets popular I was going to make one with a giant robot in the future (lasers/rockets and stuff)
2011-02-10 19:54:00

Author:
Siljin
Posts: 76


could you F4F my level also please 2011-02-10 20:05:00

Author:
steadler
Posts: 180


Steadler: will do man, got it Q'd2011-02-10 20:40:00

Author:
Siljin
Posts: 76


Mine too if you don't mind Siljin xD2011-02-11 01:35:00

Author:
Unknown User


I loved this level. Here is my review from lbp.me:
Canabalt's Running genre combined with LBP's awesome grappling hooks made this survival challenge awesome. I loved the Godzilla monster, but I didn't love his grabbable spitslimes. And, the billboards in front of tiny buildings drove me crazy.

Other notes:
Make it more random, and more detail would be nice. Also, no more grabby spitslimes, they get annoying.

F4F Link for my level: http://lbp.me/v/xnd-r8
2011-02-11 02:56:00

Author:
Deviantgeek
Posts: 386


Ima queue! This looks really good 2011-02-11 07:19:00

Author:
mutant_red_peas
Posts: 516


Hey man, I really like the level concept and delivery you give here. The stuff the other guys have said is right. On both counts, tons of potential, really fun and well made level. A few problems, but you can totally work out those kinks and its an awesome level. Good job, I really like the menu at the opening too. Very fun and I played it several times, the monster's goo ball kept killing me >.> but I think thats just because I suck... Anyway, people should check this out, its a cool device with the random generating and an addicting survival game.2011-02-11 07:21:00

Author:
Hexagohn
Posts: 335


Pretty cool, but man those slimeballs are annoying.
There is no way to predict, react or avoid those darn things.
It is unfair to the player. They ruined my run every darn time.
That top level on the red structure also got in the way.

Monster looked awesome and moved very naturally.
I would definitely clean up the background buildings, as they look so amateur compared to the nice design in the foreground.

Would also be nice if the player could change the music track while playing.
2011-02-11 09:00:00

Author:
midnight_heist
Posts: 2513


Wow!
That was really awesome!

The idea is great, the visuals are great, the night 'n day change is a nice idea, the monster looks unbelievable and the motivation to play it again is huge!

But one point I didn't like: You don't see the monster the whole game long. And I think that's a pity.

Still I gave it a 'Yay' and a heart!
2011-02-11 12:16:00

Author:
RedShadow_88
Posts: 100


Diviant: Q'd chum. I'll play it today. Slime balls are going to get fixed and I'm adding jump pads to the billboard.

Midinight: the slime balls are a little unpredictable yes, but if you listen for the burp you know when they are about to come flying. Also the music can be changed because your in a controlinator...not sure how to change the music with out putting in a switch that might distract too much.

I am loving this feed back. I'm going to sit down today and add some features. Hopefully ill be able to repost it today. I have some questions for you guys:

-Do the hazards on the buildings distract too much from the game?
-Should the slime balls be slowed down?
-What would make this more addicting?
2011-02-11 18:01:00

Author:
Siljin
Posts: 76


What would make this more addicting?

MORE addicting? What are you, a sadist?

I wrote a comment on the level itself, but the main thing I'd like to see in a future update is a short intro movie featuring the monster. It's too detailed to just be on the main menu and hardly seen anywhere else.
2011-02-11 18:15:00

Author:
Jonny_Segment
Posts: 35


ROFL - this level is already super-addictive as it is!

I can't really add anything different from what's been said already.

Any way you can find to show off your monster more would be great - that intro idea from Jonny_Segment sounds like it could be the perfect compromise.


I agree that the jump between the pair of billboards and the tall thin building that follows is just a bit too long. In all the times I played, I only pulled it off once. I would love to see more of the level than the sequence up to that bit!


Personally, I didn't mind getting wiped out by the slimeballs once in a while, In fact, accidentally grappling onto them just added to the fun!


I had a blast playing (and re-playing) this level and look forward to the updates. and a heart from me, for sure!
2011-02-11 18:30:00

Author:
shropshirelass
Posts: 1455


...not sure how to change the music with out putting in a switch that might distract too much.
Heh. Controllinator set to "remote control: reciever" and "controlled by nearest player".
You probably dont even need to put it on a holo follow, as sackboy stays in one area the whole game.
2011-02-11 18:55:00

Author:
midnight_heist
Posts: 2513


Q'ed! this looks very detailed im looking forward to this!2011-02-11 20:48:00

Author:
Arastoph
Posts: 216


Midnight:
Heh. Controllinator set to "remote control: reciever" and "controlled by nearest player".
You probably dont even need to put it on a holo follow, as sackboy stays in one area the whole game.

Thanks man I'll tack that in! I'm still trying to figure out all the logic potentials in this game...they seem practically endless. I Q'd up your bad level design lvl too. Looking foward to that.

An intro movie sounds good. I think i'll work on that after I fix some little bugs and add some of your suggestions.

I have a lot of work to do when I get home today
2011-02-11 22:40:00

Author:
Siljin
Posts: 76


Props to you Siljin for trying to make an original idea work! Its just a shame that the as you said, the randomizer uses a random pattern. Unfortunately, and i am not sure why, every time i played it was the same, but from the pictures i can see that the idea works to some extent so i wont shun it.

Here is my thoughts on the level:

I loved the style of it, and the core gameplay. I think it could be a very addicting, very enjoyable survival challenge (unique too) if you can make it easier. Honestly, im pretty good at LBP, but it is so hard to keep playing fluently without getting caught out, or killed randomly.

What i mean by this is that you have designed the objects like a platformer, yet this is a survival challenge, in which the godzilla should be the one that challenges you, not so much the objects you are using to run away on. They are structured fine, you just need to make them easier to progress on, i.e. adding a few more bounce pads in the middle of the billboard. The problem is, whether you are good or not at the game, its very tricky to keep successfully passing your way through them due to this.

The other main issue i found was the spawning at the start. It only managed to successfully land on the first building from the spawn point around once every four tries, and that was not just because i missed it. I also found the green balls of sludge hitting me before i could make it, as well as randomly getting squished even when i did land on it.

Additionally, you should not make the goo balls grabbable, because several times i accidentally caught on to them with my grapple hook and was dragged into the gas.

I thought it looked fantastic, and you have definitely put a lot of effort into the thought behind it, but you need to remedy the things i have mentioned, and then it will become a very addictive, and very good, survival challenge.

I will check back on this.

If you have the time please take a look at my mini-game, link in my sig.
2011-02-11 23:21:00

Author:
Steve
Posts: 134


I fixed up a lot of stuff last night and i'll be republishing it today at some point. I wasn't watching the clock and all the sudden it was 1 am...

I fixed almost all the buildings and that made every thing a little easier. I'll post a full update later after republish.
2011-02-12 17:21:00

Author:
Siljin
Posts: 76


I love this level! really well made! the level is challenging in a good way with a steady increase in difficulty which is forgiving of mistakes at first and punishing them to the extreme later! The first play through left me confused as to what i could grapple but that confusion quickly passed. The only two things that bothered me were the fact you could accidentally grapple the monsters projectiles and i got stuck between two tables in the MM tower apart from that really enjoyable!2011-02-12 20:15:00

Author:
Arastoph
Posts: 216


Complaints:
Monster's spit ball is grab-able.
Day/night cycle seems sudden, you should slow the time it takes to change down, not how long it takes before it changes, but how long the actual change takes.
You can get stuck between the tables in MM towers (which the whole MM thing was a nice touch I really liked it )

And now this just may be me, but I couldn't seem to figure out the camera... Is there a point I can't go past? If I keep going forward will it allow me to keep going or will I hit a blind spot? I was too scare to ever move much forward, thinking that I'd sure hit the edge of the camera zone.

I didn't like how one of the billboards had an electrified floor. It seemed near impossible to hit that bounce pad on it, and I know you can grapple, but if you happen to miss then there is NO WAY you're gonna survive basically.

And again this just may be, but I thought the bounce pad jumps were too high. I know you were trying to give us enough room for any building and what not, but it seemed to me like, I would often have to wait to fall back down a little to do what I wanted, like swing on the red electric thing, or break into MM towers, you can't just 'go' you have to wait in the air and fall some before going which to me just seems weird?

Pros: Fun game play, with nice visuals.
It's a good score challenge chasing type of thing, I might have to try and get a higher place
Great monster even if you can't see him after you start,
Semi randomized.
And of course always love the menu's

Will you play the level in my sig? It's a work in progress but it's getting there. I need some feed back on the gravity, do the arrows seem to fall realistically? Or is the gravity too 'strong'? Please and thank you.
2011-02-12 21:59:00

Author:
LukeCF
Posts: 790


Looks awesome.

It was also inspired by running survival flash games that have you running while the level gets faster and faster.
You mean Canabalt?
2011-02-13 01:19:00

Author:
GameRoom
Posts: 200


GameRoom: I havn't played canabalt only robot unicorn. But maybe I should try canabalt.

Big Update:

[] Changed the look of a couple of the buildings.
[] Decreased the gap in between the buildings to encourage longer play and easier learning curve.
[] You can no longer grab vomit/goo balls (that was a mistake any ways)
[] Slightly changed the camera to give a more forward view to see the buildings coming
[] Changed the spawn to eliminate the spawn and squish bug some where getting.
[] Players can now change the song track at any time by pressing L1 (thank you for the logic tip midnight_heist)
[] A few other minor gravity tweaks to cut down on the floatyness
[] New level icon for the update

Please try it out again and let me know what you think. All of your suggestions are helping me to improve this level. If it is popular enough I will make sequels with new features.

***Still to come*** added scoring system to reward fast thinking dangerous jumps!
2011-02-13 02:55:00

Author:
Siljin
Posts: 76


I'll play it again later and leave more feed back 2011-02-13 03:16:00

Author:
LukeCF
Posts: 790


Since the changes you made, this is now what i expected!

Ridiculously addictive, i must have played it 10 times back to back!

Honestly its really really good now, and the random buildings/day-night cycle is brilliant too and works fine.

Great job Siljin, it would be nice to see some kind of bonus point scheme though.

Thanks for playing my level the other day, id appreciate it if you could leave me some feedback in my thread because i have made some changes recently and want to see what people think of them!
2011-02-13 12:01:00

Author:
Steve
Posts: 134


Is any one having any bugs or issues with the update? I want to make sure all glitches are ironed out before adding an advanced score system to finish up the level.2011-02-15 06:55:00

Author:
Siljin
Posts: 76


Shades of Canabalt, totally! I loved this level the first couple of times I played it, but kept dying at ridiculously early stages. Then I found out that I could use the grappling hook! What a revelation! That totally opened up the awesome for me.

The only nitpick I have has to do with the Beast's snot blob that he shoots sometimes. It keeps hitting me a inopportune times that feel a little cheap. Maybe you could telegraph that attack, so that the player doesn't jump directly in its path with no recourse to dodge. Something as simple as a spotlight a half second before it fires would help alleviate the frustration.
2011-02-20 14:05:00

Author:
Bercilak
Posts: 117


i think that is a beautiful monster and you should see that more often in the game play, why don't you make it stick in the screen so you see that you're running from him?
second thing i think is the green ball is kinda difficult to avoid in air or on ground.
and the electrified house was bit unfair to know that it was danger.

and the problem with the randomizer, i had that too. i managed to do build a real randomizer out of some microchip funktions connected with two randomizers. maybe that tipp helps :3

but other than that i had a lot fun to play it and hope you create more beautiful monster levels :3 <3

if you have time for a F4F:
https://lbpcentral.lbp-hub.com/index.php?t=49851-LUMINES-Puzzle-Fusion-4.0
tnx
2011-02-21 17:42:00

Author:
ForcesWerwolf
Posts: 475


Run! has been updated:
[]New bonus scoring system - Grab the goo balls to destroy them and give you 150 points (this will reward those with a fast reaction time - Touch the ! icon to receive 250 points.
[]New menu extension
[]Changed the billboard hazard to plasma, it is easier to see that it is a hazard now

Please let me know if you find any bugs.
2011-02-24 19:51:00

Author:
Siljin
Posts: 76


Sorry steadler I didn't see your post till now. I Q'd up your level and I will leave you some feed back on your thread.
Thx for playing RUN!
2011-03-30 19:12:00

Author:
Siljin
Posts: 76


Woooow! This looks great! Looking foward to playing this later! 2011-03-30 19:20:00

Author:
Unknown User


Played this game last night.
Like everyone said: great looking monster. Its probably hard to implement him in the level because of the buildings?
How about making these explode on touch with the monster or only show the (floating) head?

Like the idea, but I have some gripes with the gameplay, mostly because I died a lot thx to unfair deaths:

-Luke LukeFc said, some jumppads propel you up too high. It just takes time to get down again. What's worse, the camera shifts up, making it hard to see where its safe to land. Especially the plasma billboard becomes a tough obstacle thanks to this.

-is it possible to give a player a faster way to retry? Maybe pressing L resets the level and points so you can try again. This way I dont have to push start and hit retry. Its only a minor speed change, but it helps a great deal. Remember meatboy, death and replay was instant.

-The fireball fires without warning it seems. When I'm already jumping thc to the high jumppads I face an unfair death. Either give the player the option to shield himself, an double jump for extra controll during jumps and/or warn the player using lights or the monsters head about the incoming fireball.

-The start could use a longer building so when I jump the building are already moving. As it is, I jump before the building actually start to move to the left and I misjudge jumps. Either that or make them start moving the moment the player is ingame.

Great looks and nice atmosfere, though the night and day feel a bit sudden. If you can alter these gripes I will turn my jay into a heart. You already tried my level, will you give me a review in my thread too?
2011-03-31 13:56:00

Author:
Alphagaia
Posts: 64


FREE SLURPEE DLC RUN! CONTEST (https://lbpcentral.lbp-hub.com/index.php?t=54153-RUN!-for-that-slurpee-(FREE-DLC-CODE-CONSTEST)&p=818257#post818257)

Enter to win a free DLC Code!
2011-03-31 22:52:00

Author:
Siljin
Posts: 76


I know this is a double post BUT, I made graphic changes to the level to reflect the slurpee contest.

http://i0.lbp.me/img/ft/d404e7e9cad7cbf388c166b6489e0d8b88384774.jpg

MMMMMM so good. Maybe your sack boy tried to take his slurpee and thats why he is chasing you
http://ib.lbp.me/img/ft/09b4fb311362c226f4aa96602ab4facce805e68c.jpg

Thank you to all who have given me great feedback on this level. If you have already played it you might want to try for a higher score for a chance to win some FREE DLC! (https://lbpcentral.lbp-hub.com/index.php?t=54153-RUN!-for-that-slurpee-(FREE-DLC-CODE-CONSTEST)&p=818257#post818257) <3
2011-04-06 01:57:00

Author:
Siljin
Posts: 76


Cool, looks like fun, plus we don't have 7-11 around here. I'm game.2011-04-10 04:35:00

Author:
Hoplyte
Posts: 100


Played this game last night.
Like everyone said: great looking monster. Its probably hard to implement him in the level because of the buildings?
How about making these explode on touch with the monster or only show the (floating) head?

Like the idea, but I have some gripes with the gameplay, mostly because I died a lot thx to unfair deaths:

-Luke LukeFc said, some jumppads propel you up too high. It just takes time to get down again. What's worse, the camera shifts up, making it hard to see where its safe to land. Especially the plasma billboard becomes a tough obstacle thanks to this.

-is it possible to give a player a faster way to retry? Maybe pressing L resets the level and points so you can try again. This way I dont have to push start and hit retry. Its only a minor speed change, but it helps a great deal. Remember meatboy, death and replay was instant.

-The fireball fires without warning it seems. When I'm already jumping thc to the high jumppads I face an unfair death. Either give the player the option to shield himself, an double jump for extra controll during jumps and/or warn the player using lights or the monsters head about the incoming fireball.

-The start could use a longer building so when I jump the building are already moving. As it is, I jump before the building actually start to move to the left and I misjudge jumps. Either that or make them start moving the moment the player is ingame.

Great looks and nice atmosfere, though the night and day feel a bit sudden. If you can alter these gripes I will turn my jay into a heart. You already tried my level, will you give me a review in my thread too?

Thanks for the interest in my level Alphagaia! Great feed back, thank you. I will be making small changes with some of your suggestions. I am debating making a second RUN! but with a very different feel. More running and jumping, and less grabbing. I'll most likely use a sack bot so i can use double jumps and dashing.
2011-04-11 19:34:00

Author:
Siljin
Posts: 76


(SLURPEE) I left a review in-game, but once again, fantastic job. That creature looks and animates extremely well. Other than that, had lots of fun.2011-04-12 06:41:00

Author:
Hoplyte
Posts: 100


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