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Sackboy versus the Cardboard Creator

Archive: 11 posts


My second level is now completed. I'm still learning the trade so I'd love any form of feedback.
http://lbp.me/v/xxzq0n

http://i6.lbp.me/img/ft/fc682f3aa1510754fca66e8132dd32ff6a4b7c8a.jpg

http://ie.lbp.me/img/ft/c8eb1f5783b80922e5cc41cd620c509d9f373f37.jpg
2011-02-17 06:24:00

Author:
nerthus
Posts: 28


I liked it. It's on the short side, but sometimes that's for the better because people's attention spans are so short these days. I liked the use of cardboard and stickers. I almost never use stickers in my levels, but I really should, because they can add a lot of visual interest.

Nice work.

If you have the time, I just published Rainbow Waves (https://lbpcentral.lbp-hub.com/index.php?t=49840-Rainbow-Waves) and would love any feedback as well.
2011-02-17 08:08:00

Author:
Belross
Posts: 7


Well, I try to keep things short. It helps me finish levels. And it's good for experimenting and learning. And I've always felt that whenever you build something of incredible size you learn so much while creating that whatever you did at the start will feel so dated to yourself, and that might rub off on the player. So, build and learn and bring that to the next level.

And I do love my stickers.
2011-02-17 10:53:00

Author:
nerthus
Posts: 28


I enjoyed the visual style. (in both levels)
I can see the improvement betweens them. Nice sticker work.
Good music choices too. Love both those songs.

Did you know? :o
Circles are more thermo efficient than pentagons/hexagons?
Not sure if that was a conscious design desision though. I bet you have thermo to burn considering the length of the level.
Have you tried using the corner editor or the scissors tool?

I fell off the elevator at the start, and found it somewhat annoying to get back on.
You could widen the camera (so you can see the elevator while on the mound of grass) so the player can time his/her jump onto the bouncepads.
Or have some sort of reset for the elevator.

Your enemy can hide behind the cardboard boxes, which could be problematic if the player arrives at that same point at that same time. (could possibly jump for the box, enemy enters range, player layer switches to enemy and dies).
It's always a good idea to have the enemies in view for the player to prevent cheap deaths. The bottle you placed in front is perfectly acceptable, as the player can see through it, and is too tall to layer switch onto. If it was smaller the player could jump across it bypassing the enemy.
Try making your own enemies as well.
MM's ones do the job, but everyone likes to see new designs, even if the gameplay mechanic is the same.
Having MM's enemies in your level portrays the assumption the creator is just being lazy. Most "serious" creators only use them for jokes. (ex. rocket cheetah (which is a LBP1 in-joke I guess))

The marching sackboy is not in view of the camera unless the player jumps from the hazardous platform back to the checkpoint. Not at all a major problem, but it's the little details that make a great level.

The off/on sections are a nice mechanic.
Nice to see a bonus room with an element of danger for once.

Can escape the level by jumping across the boxes over to the boss. Prevent with gas/wall/less boxes.

What did I just do? (stopped his machine? )
Would be better to have more feedback from the bad guy, as he wasn't even singed.

Enjoyable level.
No major problems. (like poor layer switching, etc)

Hope makes up for my level.
2011-02-18 21:50:00

Author:
midnight_heist
Posts: 2513


I'll just reply in bolds since it'll make it easier to edit, on my part. (Call me lazy.)


I enjoyed the visual style. (in both levels)
I can see the improvement betweens them. Nice sticker work.
Good music choices too. Love both those songs.

I tried to make a coherent theme with Cardboards in both levels. Mostly because I wanted something relatively easy to work with and something that could very well be highly detailed and simple.

Did you know? :o
Circles are more thermo efficient than pentagons/hexagons?
Not sure if that was a conscious design desision though. I bet you have thermo to burn considering the length of the level.
Have you tried using the corner editor or the scissors tool?

The Thermo is not something I'm worried about. I do know it's there and I do make choices around it, but my philosophy goes that once i starts nearing full (or nearly full) it's perhaps time to split the level in two.

I fell off the elevator at the start, and found it somewhat annoying to get back on.
You could widen the camera (so you can see the elevator while on the mound of grass) so the player can time his/her jump onto the bouncepads.
Or have some sort of reset for the elevator.

I scrapped that elevator twice. Three different designs. I kept the design that my girlfriend didn't get herself killed or stuck in. I know it's still possible and it's one of the first things I'll fix in my review of the level.

Your enemy can hide behind the cardboard boxes, which could be problematic if the player arrives at that same point at that same time. (could possibly jump for the box, enemy enters range, player layer switches to enemy and dies).
It's always a good idea to have the enemies in view for the player to prevent cheap deaths. The bottle you placed in front is perfectly acceptable, as the player can see through it, and is too tall to layer switch onto. If it was smaller the player could jump across it bypassing the enemy.
Try making your own enemies as well.
MM's ones do the job, but everyone likes to see new designs, even if the gameplay mechanic is the same.
Having MM's enemies in your level portrays the assumption the creator is just being lazy. Most "serious" creators only use them for jokes. (ex. rocket cheetah (which is a LBP1 in-joke I guess))

Well, I tried almost every type of enemy there is. I was thinking about making cardboard enemies. It did work for a time but couldn't really make them work because my skills in AI aren't that advanced yet.

The marching sackboy is not in view of the camera unless the player jumps from the hazardous platform back to the checkpoint. Not at all a major problem, but it's the little details that make a great level.

The off/on sections are a nice mechanic.
Nice to see a bonus room with an element of danger for once.

Thank you for noticing.

Can escape the level by jumping across the boxes over to the boss. Prevent with gas/wall/less boxes.

Will do.

What did I just do? (stopped his machine? )
Would be better to have more feedback from the bad guy, as he wasn't even singed.

The idea was to re-build the finale once I've finished the inevitable bosslevel that would follow. Next review of the level will adress this.

Enjoyable level.
No major problems. (like poor layer switching, etc)

Hope makes up for my level.
2011-02-18 22:26:00

Author:
nerthus
Posts: 28


A short level, but pretty fun gameplay-wise.
I like the hnd-crafted aesthetic, but it could've been done a bit better. Cleaning things up a bit could really make the level shine.
Here's my F4F lvl: https://lbpcentral.lbp-hub.com/index.php?t=49159-Prius_Eco-Adventure-(With-Pics-and-Video!)(Help-me-get-30-Hearts!)
2011-02-18 23:49:00

Author:
Sack-Jake
Posts: 1153


Many thanks for your review, here's your return

Good fun to play, and at the time that I played it I noticed no major problems with the platforming mechanics. I really do like the simplistic cardboard theme matched with the hectic stickering. It gives the level a sort of a sandboxy feel, and not in a bad way.

I agree with midnight_heist regarding making your own enemies. I know it's a little daunting at first, but even a simple creature with some checkpoints is relatively simple to create and can help you to maintain a theme throughout the level.

Oh but I really liked DaVinci's dialogue. Made me giggle.
2011-02-19 02:56:00

Author:
rialrees
Posts: 1015


Commented in game, I'll say it here too. The level is simple, and that's not a bad thing, but some of the platforming elements are very well designed.2011-02-19 08:00:00

Author:
Hoplyte
Posts: 100


Nice level,I really liked the the look of it its short and simple, and some good platforming ideas, I think that the bit with the electricity was really cool.

You might want to make the end a little better, its a little to short

F4F: http://lbp.me/v/xvmz6p
2011-02-19 10:25:00

Author:
Unknown User


Have started a re-building of both Sackboy versus the Cardboard Creator and Faux City. Faux City is up first since I'll put a level-link between the two and start off the plot alot more.

2 basic enemies are created and more are on the way. Faux City is also extended to be around 1-2 minutes of gametime longer, that way I'll utilize the grabblehook alot more. Have a few platform puzzles I'd like to try.

Keep the feedback coming and I'll try to incorperate it as best I can.
2011-02-19 13:16:00

Author:
nerthus
Posts: 28


Played your level last night.
Nice, fun platformer.
Great selection of music.
Nice look, I really like levels done completely in cardboard. You stickered them well, especially the houses in the beginning.

Perhaps you should try to use the layers more, put some things in front (perhaps thin layer) to create more depth.
2011-02-22 14:08:00

Author:
pickled-punk
Posts: 598


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