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Jaws - a sackventure

Archive: 9 posts


I've spent alot of time on this level and would really appreciate some feedback on how I can improve it. I'm willing to do f4f if you'd prefer. This is not another shark survival challenge it's a multi leveled platformer/puzzle game. Search JAWS-A SACKVENTURE by C-Box and enjoy!

I look forward to your comments and suggestions.

Thanks
http://lbp.me/v/y72wkv
2011-02-26 03:53:00

Author:
Unknown User


Thanks to those of you who have tried my level but I Havnt had much feedback. I have just made and posted some updates today and planning some more for tomorrow. So check it out leave a review and just add F4F in the review with the name of your creation and I'll check it out! Thanks2011-03-02 03:38:00

Author:
Unknown User


This level does a very good job setting up and giving the player a whole 'Jaws' story. There are areas that I will pick out as needing improvement but overall the whole thing is a very well constructed story that is very in-depth and satisfying to complete.

I did not have any trouble with the level links and the sections contained in each is a logical grouping of the story or location. I'll get into the notes I took as I played.

--The game menu looks great but I wasn't sure which button I was supposed to press to select. I ended up pressing all of them at some point. Particularly I was selecting 'Duh Dunn' which I thought would play the theme but I don't think I was able to start it up correctly.

--I can climb up on to the initial house by jumping up the rock wall on the left and up. From the top of the wall I can see what looks like text (?) up on the top of the cliff on the left side. This is not really a problem but I thought I'd mention it.

--In the power station you have a typo at the battery puzzle. 'Dispence' instead of 'Dispense'.

--Also I curious just how random the battery dispenser is. I got the first two batteries wanted but then needed a yellow. I had to dispense five more batteries before I got a yellow. If I got one more battery I could not use then I don't think I would have had the room to get the yellow battery to the slot due to the lack of maneuvering space.

--I noticed that there was not back thin layer of material on the cage. It looked a bit odd to have the back open to the water like that.

--The Shipwreck looks great, you got some good set design in this area.

--At the three rotating wheel section the music that was playing was an upbeat classical sounding piece. It seemed at odds with the atmosphere and the music that comes before and after that section. Odd.

--Just after passing the three wheel section, in the area just above that you can see two lights in the front thick layer. these do not get covered up by the thin front most layer.

--I noticed that the two way grab switch is not glued down. This is the one that you use to detonate the TNT after the wheel section.

--The cannon section gave me the most trouble out of any other section in the level. The Controlinator didn't seem to cleanly rotate the cannon barrel. Once when I had rotated it too far counter-clockwise I couldn't get it to rotate back to the right without working at the controls for a bit.

I also found that the barrel isn't too strong. If I angled it up at about 45 degrees and jumped in then it would slowly fall back to the resting position and then shoot me out into the right wall and then down to the spikes.

One time when I finally was able to get myself shot into the opened hatch in the ceiling I did not do proper layer shifting or something odd as I didn't land on the platform but instead fell down to through the rear layer and down into the spikes again.

Lastly when I first jumped into the Controlinator a lot of the bubbles in the cage all shifted around and my player seemed to have gotten the points. Most odd.

--After the cannon section is a downward ramp that you slide down on you drop back into the water. At this point I overshot the checkpoint and had to swim back to pick it up. Luckily there is another checkpoint farther so if a player missed this one and died later on they'll still be relatively safe.

--The final confrontation with the shark and using the O2 bottles seemed a bit confusing to me. I moved many times the O2 bottles to the shark's mouth and shot them but I don't know if I was actually doing damage to it or not. Maybe a visual or audio cue to the player to let them know of a correct action would help.

Also it was a bit awkward to try and get the O2 canisters over to the left. I could jump over them most of the time but they often tipped over to the left or right and since I can't gram on to them since I have the Creatinator I can only try to run at them to push which works a lot of the time but not if they have fallen a certain way.

You have worked around a lot of these by making them exploded after a short period of time as well as to have them respawn quickly enough so this may still be manageable. It is strange though as it feels natural that I'd want to get the canister into the sharks mouth before I shoot it, a la the movie, but there doesn't seem to be a way to do this.

After I had blown up about five or six canisters near the sharks mouth without anything happening I decided to see what would happen if I jumped into the sharks mouth. Jumping in didn't kill me right away so I walked in further and further. The shark rotated around anti-clockwise and I finally hit something electrified deep in it's stomach.

After I respawned the shark tried to re-orient on me but continued the anti-clockwise rotation and ended up with its head stuck underneath the bottom of the boat. With the shark now down there I was able to know an O2 canister completely off the boat, shoot it, and trigger the death scene.

I still don't know if I needed only one good shot or if I needed to have five or six good shots on the shark.

Like I said earlier I liked that you have put all the different story and location elements into this one level. Something that could have never been done without the level links.

Good work on this surprisingly solid and fully fleshed level. Cheers.
2011-03-02 22:18:00

Author:
Trindall
Posts: 297


Thank you for the great feedback! I'm gonna start addressing some of the issues asap. Minor issues will be addressed soon and an update will be made in the near future. Some of the issues will take a little longer. Can I contact you when completed? Please let me know if I can help you in any way. Again your detailed feed back is greatly appreciated.2011-03-03 21:30:00

Author:
Unknown User


Update 1.6 of my level is now up here's a list of some of the fixes.

Button directions added to navigate the menu more easily. The duh-dun section now has a new theme version that is played. check it out im pretty proud of it. Hoping to make more updates to this in the future with sub-menu that plays different versions of the theme.

1 shotted(with some difficulty i might add) all the dialog in the game) now every time you run passed a npc the don't blurt out some random dialog

As for climbing on the house and seeing letters. that's fixed it was just some poorly placed build tools that i didn't think would be seen during game play lol.

dispense typo fixed.

I have changed the max output settings on my emitters so you don't so now they should emit a max of 3 per color the only drawback seems to be some times when 3 of one color are already emitted you have to hit the button again. Would really appreciate some more feedback on this puzzle section.

Some adjustments made to music to keep it linear. Im still not absolutely happy with this i am now working on creating my own music and hopefully have this changed so that im happy with it in the future but for now i think its ok. please share any suggestions you may have.

2 lights- now hidden

2 way switch - glued down , as well i made some adjustments to the tnt barrels to improve grab-ability and prevent the end to end barrel problem occurring.

The cannon has been redesigned. controls much smother and barrel strength improved. at the same time this seemed to repair the glitch that caused you to get auto score bubbles upon entering the controlinator. Id like to know if that problem occurs again. as far as the platform you land on after the cannon i mad som improvements to fix the layer shifting issue.

checkpoint after slope - moved

As for cage thin layerim still deciding on what the best way to achieve this is. because the shark swims past in that rear layer i cant just add to the back of the cage. my options are remaking the cage to only utilize 2 planes of play or have the shark swim past below the cage. This is still undecided so ive left it for now.

As for the final boss fight.

It now has visual health meter for shark and audio when shark impacted. increased area of damage to shark. I would love to redesign this in the future to actually have the o2 tanks pushed in the sharks mouth Im done some work with this and will be trying to work on it more in the future. right now it seems to play fairly smoothly with just pushing the tanks to the end of the boat. and now you cant jump into sharks mouth hazard added. as for jumping out of boat and re orienting shark this can still cause problems and am not sure how to effectively change this without altering game play.

I have also made numerous other minor tweaks that I cant even recall. just let me know what you think.

More feed back and suggestions greatly appreciated. A big thanks to those helping me improve the quality of this level let me know what I can do to help you.
2011-03-08 20:17:00

Author:
Unknown User


hi you
i got some notes i made while playing your level i hope they'll help you!

- you don't need to kill someone just to get out of the controllinator. there is release input. as well you can use another emitted controllinator to warp you to another place. than release and destroy itself (on hologramm for the best) and do the intro so that you won't see anything bout that as the player.
- i was able to see the level end at the beginning where the house is. sad it destroyes the illusion.
- very well designed cute island at the beginning!
- i am able to see the music box. you can tweek that btw
- "don't swim that wtay - shark" - hm... that sign don't stopped me to swim there... but there was the intro sign. if you really want to stop player to go there stomp them. with invincible dark matter. so you keep your illussion of an island and nobody can go there.
- was it really needed to do a level link? i guess the termo was not full. not half (or am i totallywrong?), if you use the warp trick i explaind than you can build that flyiing someiwhere ontop of the level in the sky. - Or was it because you want the water? ok thats ok. lol my fault.
- it was way to hard to figure out how to get to the switch in the second level should get clearer to understand in my opinion (i fell down and had to "climb" the stairs agian.. meh
- the battery stuff... cool idea with the layer mover. but... a unessecary complicatet to understand in the first second... i thought... huh? oh now so much stuff to think about.. but than i was able to do if if i would not even had readed the speekbubble with the explaination (btw i don't want to fall down allways lol)
- i don't know why but one green battery was broken - simply don't worked. but a second one came... lucky.
- nice idea with the boxes underwater! was just a bit long taking - i htought i need all three - than i figured it out x)
- after that you got 3 cutszenes... try to connect them so you won't need to activate each one single for single one.
- if i would not know that you can grab stuff to change layers underwater i would get stuck in the wheel. .... oh! there was a hint? lol don't saw it first XD ok fine!
- if you swim back the box cut szene for example is playing again. try to only let it activate once (this counts for all)
- if i grabbed the spnge it pushed me intot the spikes... that was unfair nobody could have known.
- why a controllinator to controll the cannon? i guess i switch fits more
- i sadly shoot to far so i fell down again and had to climb up again which was a bit frustrating cause i was to stupid to do it same good as the first time XD but thats my fault
- i tested if the shark kills. well no... why the gas behind him? try to make the maw the deadly stuff thats what sharks do haha
- sadly i was not able to play further now: the part where you need to grab on the electric stuff to hurt the shark... i grabbed it but let go. so it was more far away and i was not able to reach it with the bounce pad. so no continue without restarting the whole level...

after all a great level so far i hope i was able to help a bit for future updates!
2011-03-08 22:40:00

Author:
ForcesWerwolf
Posts: 475


Ok, reviewing as I play.

+ love the opening area. Looks great. Some point bubbles would be nice down here.
+ The way the guy on the boat talks it funny. You seem to match up his personality well
- When I go to get on the boat the guy talks as I jump so I miss the boat. I hop left, then right and he triggers again(a cut scene) so it makes me fall again. He seems to be a run away from you bot, yes? At that point? Anyway, every time I catch up to him he goes off again and I'm back into a cut scene. This is annoying.
+ I jumped off the boat and swam down, the rocks look great.
- Swimming past the rocks, however, I can swim under the area you want me to be in and I am seeing the fin, piston and the whole thing you made to make this part work. You need an invisible wall to keep people out.
? Not sure why this is a 3-way switch on the boat.
+ Cool mood music
- I hit the fin with the boat.
+ Funny line with the boat in the water. "we're gonna need a bigger boat"
- Past the power station at the picture site, you can swim down and see the guts of this whole thing. Make things invisible and make a nice seabed like in the beginning
- There is a cleaner way to block a path than this green gas on the right. Just make an invisible wall or even a cliffside.

OVERALL:
Super short, no challenge but more of a play-it-yourself movie and it's kinda neat. Needs some cleaning up, though as you can get to all the dirty stuff it takes to make the level work.

Whoa, this is multi-part.

Part 2:
+Neat area, cool-looking.
-These stairs are a pain to go up.
Wow, that is a lot of text for the instructions
- Falling thru the floor sucks. Is there a reason?
+ Cool puzzle
Short, though, wow so short.

Part 3:
Also very short. No real danger, again. No biggie.
- I can swim anywhere again.
The cage opened when the shark swam behind me, was that supposed to happen?
- Hard to tell exactly what you are supposed to do.
I went in the cage when the shark attacked, but I just fear that maybe it could have attacked without me in there? Probably not.
- After the freefall to the bottom I swam up. Shark is sitting under the boat. It's kind of messy
+ This wreckage is awesome

Part 4:
IN the wreckage is really cool.
+ Cool crate stacking puzzle. Maybe leave a little more room for them so you don't have to be perfect? You can put a gyro on them, too so they stay upright easier for the player.
+ Wheel puzzle was neat. May be a bit advanced but this hint is good.
- Tough to tell where to go after you solve the circle puzzle. You can't just swim out, you have to stay at the back level in the water.
+ LOL! @ the cannon part. That's great!
- MAJOR problem! If you let go of this charge you need to zap Jaws with after you move it, it is too far to reach! Maybe a weak mover pushing left while it is not being grabbed will fix this? I luckily still got him because Jaws is grabbable and I ninja'd up his nose to it. Took several tries. Be sure to fix this.
- Again with the green gas...

FInale:
- Misspelled "were" when he should say "We though ya were fish food" you type "WHERE" for some reason.
+ Cool fight on the boat w/creatinator.
+ Cool ending, but don' task for hearts.

Nice job overall! Not sure how much more feedback I could possibly give you but people need to check this thing out.

Side note: I am afraid that multiplayer this level would get ripped apart. Try doing touch ups and working on logic to make sure multiples can't make a mess and ruin their experience. Remember, people are crazy.
2011-03-09 05:56:00

Author:
RSQViper
Posts: 302


I played through this again and have some of the same comments as RSQViper and ForcesWerworlf. I swam around more this time and in the first level of to the right you can see the Jaws logo with the introduction shark image. The comment at the far right is funny though it would probably be cleaner overall if you didn't let the player swim out that way.

When we were one the boat the first fin came by and picked up the boat a bit and I could see that it was just a fin with nothing underneath.

In the Power Station puzzle text I see you fixed the first misspelling of dispense but there is a second one that is still at 'dispence'.

After the cage drops down to the ocean bottom the player needs to swim to the right to the wreck but there is a checkpoint off to the left. Seeing that checkpoint players may head off to the left mistakenly and players that head to the right won't hit the checkpoint. (There is no hazard in this level so it may not matter at all one way or the other.)

I noticed that a lot of the checkpoints inside the ship wreck are plastic and I think that setting them to be wooden would be more in theme. If you press square over the checkpoint you can change the material it is made out of and wood is one of the options.

I didn't run into any of my other problems on the second playthrough, likely because you've cleaned them up and also because I know what to expect. The cannon section is much better now and the shark finale worked smoothly as well.

The plasma from the creatinator during the last fight seems out of character with the story though.

I see that the level has improved a good bit since the last I'm I played.
2011-03-09 17:20:00

Author:
Trindall
Posts: 297


Thanks for the feedback guys. I made an update today fixing the wire in part 4 and some other minor tweaks. As for the jaws logo at the end of part 1 that's on purpose it's actually a photo booth so you can have your very own Lbp jaws poster lol. I'd like to do something about the green gas but I need to have a barrier that stops the player but doesn't stop my level creations from passing through. Any ideas?

I recently published a short jaws trailer to help promote my level if you get a chance check it out.

Thanks again and more updates thanks to your feedback coming soon!
2011-03-10 20:05:00

Author:
Unknown User


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