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Perspicuum 1: Ascension

Archive: 4 posts


This is a short introduction level into a soon to come futuristic series of levels. It involves a couple of incredibly simple puzzles using the controlinator which shoot keycards and involves quite a few jump pads.

http://lbp.me/v/xy8vy1
2011-02-20 11:05:00

Author:
crumbleshake
Posts: 6


I've queued it for you.

Just an idea as well, but you might want to make your level patch more interesting, it doesn't really give us any clue what your level is about. Oh, and you've also got a censored word in the description!

EDIT: Looks good this!...
2011-02-20 11:17:00

Author:
FourteenInchGaz
Posts: 110


I played through this the other day and liked your clean set design and angled rooms and corridors. You've got a good visual cohesion throughout the level that is consistent with the character of the level.

I wasn't too clear about what the story or premise of the level was supposed to be from the one or two magic mouth introductions and if it hadn't been for the level description I'd have been completely in the dark. It was odd that the first ships computer said that I should be careful to not get caught but then as soon as I entered the other ship/facility I was immediately detected by the computer system and addressed in a polite tone of voice, maybe this is part of the psychotic AI bit?

The puzzle premise is good and one that could be used to make some really challenging rooms. Your puzzle progression was smooth but ended just as the challenges were getting interesting. Overall the level is a bit short but if this is the first of a few more levels then that is not a problem.

I noticed that the prize bubble you give away isn't named which isn't a big thing but can be annoying to some. I have no idea what is special with the checkpoint in the prize unless I head to create mode and look at it. A name would help with this kind of thing.

The keycards were a bit unwieldy to get cleanly into the slots in some areas either through pushing or shooting the where they need to go. Maybe a material tweaker with a set to a little less friction would help in this regard.

I like the what you've made in this level, it has good potential for a series of puzzles if you make more out of this and the crazy AI would give it a good glaDOS feel to it.

Cheers
2011-02-22 01:30:00

Author:
Trindall
Posts: 297


Played this the other day and left feedback in game. My thoughts really just echo what Trindall has already said, you have a really clean, precise level that looks inviting, the only real issues I had were with the keycard system (a little cumbersome) and also inadvertenly swapping them when trying to make my way to the required keycarded door (bouncing into the wrong one)

All in all, I think this has the potetial to be really quite good, it just needs a little tightening up around the puzzle side.

Well done!
2011-02-22 10:05:00

Author:
FourteenInchGaz
Posts: 110


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