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Sackgore (2 player Co-op Ready - twin stick survival shooter)

Archive: 17 posts


I would really appreciate any feedback on how to improve this, I will at a later date add a new arena, currently all feedback has been positive. (the 5 were when I first released the tech demo, a while ago)

What you get.
1. 3 weapons - Machine gun, Shotgun, Flamethrower & 3 special moves (L1 fire summon, R1 freeze time & R2 mine). (Shotgun and Flamethrower are pick ups)
2. Health System.
3. Day an night cycle.
4. Tutorial
5. Challenging gameplay.
6. Co-op.
7. Detailed Arena that includes, Lovely foliage (trees, bushes and flowers)
8. New HUD.

Update as of Feb 26th
1. Main Menu.
2. Updated how player deaths are done. (no longer does the game end if 1 of the players die)
4. VR Training (new arena to play about in)
5. Updated Logic for Player counting and how deaths are controlled.
6. Updated Some text elements throughout the level.

Update as of Feb 27th thanks for the feedback.
1. Fixed the camera's, you can see better south wards now.
2. Updated the weapons logic, so that you don't use all your special moves by accident.
3. Added a border indicator, big red holy wall, will only show when you go near the border.
4. Updated the shotgun, now has a bigger spread.
5. might be more can't remember :$

Update as of March 4th thanks for the feedback.
1. Large enemies now spawn little ones when killed. .
2. New Special move, Mines again same as the rest only 2.
3. Updated the VR Training arena.
4. Updated all Enemies appearances.

Update as of August 1th thanks for the feedback.
1. Updated some cosmetic stuff, mainly the Virtual Control Room. (place your taken to when you select Start)

Update as of August 23rd thanks for the feedback.
1. Updated menus & Tutorial area.

Update as of August 25rd thanks for the feedback.
1. Updated Tutorial area.
2. Updated Ammo boxes
3. Bug fixes.

Update as of August 28rd thanks for the feedback.
1. Updated, refined some logic.
2. Updated Main Menu.

Video = http://www.youtube.com/watch?v=swIsAMjluxE

also if its possible, could a Moderator remove the old thread that wasn't F4F thank you.
http://lbp.me/v/xgrbvh

http://i7.lbp.me/img/ft/ce77108ecf28261ab190e2629cc50747f90b3096.jpg
http://if.lbp.me/img/ft/1af9567cde0df1b656d2184dd70d40c8fc87f235.jpg
http://i2.lbp.me/img/ft/422c8d9f7b7f931119fb91b875d40a966d8bb329.jpg
2011-02-27 01:08:00

Author:
Unknown User


cool.
reminded me of a zombie survival mini i bought off of PSN.
the only think i could say is to add in a music select screen.
any gameplay changes really depend on were you want to take your level.

heres my topic
https://lbpcentral.lbp-hub.com/index.php?t=51006-cubeicide-augmented&p=790127#post790127

i really just need to know if a speech bubble pops up when you start the game.
2011-02-27 02:32:00

Author:
Unknown User


I was impressed with the feature set of this one. Power ups were cool -- in particular I haven't seen freezing time in a game like this before. I played by myself, but having co-op option is always a plus. The tutorial/practice area was nice. Controls were solid, no collision-detection issues.

Suggestions:

-- Make the weapon pickups visibly different so you can see what they are before you get them. If they were a different color or anything, I couldn't tell (I'm a little colorblind). An icon or something would help.
-- It'd be nice if the shotgun shots spread out more. Right now I'm not sure how much better it is than the standard shot because it's so much slower but not really all that much wider.
-- I didn't see any powerups in the actual game. Maybe I didn't live long enough?
-- Must have: a way of telling where the playable area stops. Different terrain or something. Nothing's worse than trying to dodge an enemy only to hit the invisible wall and then get killed. Also, the arena seemed a bit small to me, but maybe you did that for co-op considerations.
-- Due to the tilt of the camera, it seemed like enemies would sneak up on you from the bottom of the screen really fast. I would lean torwards tilting the camera and having all the enemies come at you from the front(ish), or going for more of a straight overhead angle.
-- The bullets seem to have a max range. Sometimes I'd be backing away and firing, but the bullets would vanish before they got to the enemy. They should really travel through the entire playable area.
-- Maybe make lives last a bit longer, or add a health powerup?

Nice job. I think with some tweaks this could be quite fun.

I'd appreciate you giving my level a shot (below).
2011-02-27 05:31:00

Author:
Roo5676
Posts: 62


Thank you the comments.


the only think i could say is to add in a music select screen.
The music is randomly picked when you enter tha game, it picks from 9 tunes.


-- Make the weapon pickups visibly different so you can see what they are before you get them. If they were a different color or anything, I couldn't tell (I'm a little colorblind). An icon or something would help.
There only like that in the VR Training, in the main game they are different colours/patterns. (shotgun is white and black box & the flamethrower is an orange box)


-- It'd be nice if the shotgun shots spread out more. Right now I'm not sure how much better it is than the standard shot because it's so much slower but not really all that much wider.
I can do that. DONE


-- I didn't see any powerups in the actual game. Maybe I didn't live long enough?
They are there, shotgun spawns every 15 seconds in 4 places, randomly, top/bottom centre & left/right center, the flamethrower spawns every 30 seconds in the center of the map. (they last for 10 secs, before vanishing again)


-- Must have: a way of telling where the playable area stops. Different terrain or something. Nothing's worse than trying to dodge an enemy only to hit the invisible wall and then get killed. Also, the arena seemed a bit small to me, but maybe you did that for co-op considerations.
If your near trees your near the edge, the foliage changes as you get closer to the edge, also topleft there is a bunch of graves & top right there is a little house, bottom left there is a tree and bushes, bottom right need to add something.(at night there fireflys as well at the border) Size wise it prob wont change as I find this perfect for keeping the action going, keeping you on your toes. DONE


-- Due to the tilt of the camera, it seemed like enemies would sneak up on you from the bottom of the screen really fast. I would lean torwards tilting the camera and having all the enemies come at you from the front(ish), or going for more of a straight overhead angle.
Unfortunately the camera position won't move, I can however try and see if I can make it look more south. DONE


-- The bullets seem to have a max range. Sometimes I'd be backing away and firing, but the bullets would vanish before they got to the enemy. They should really travel through the entire playable area.
This is the design of the game I increased it a little before, but no further sorry, if I were to do that you could just sit some where and kill everything.


-- Maybe make lives last a bit longer, or add a health powerup?
I suppose I could add a life update after each night cycle? So when night goes to day you get one bar back? Or all?
2011-02-27 13:21:00

Author:
Unknown User


Added to my queue, will play when home tonight and leave comments on the level itself! F4F on http://lbp.me/v/x4kv9x if you get chance, thanks!2011-02-28 14:12:00

Author:
GazzaT73
Posts: 9


Wow - i can really see potential here!

What struck me most was that you have incorporated the powerups idea very well. You had me almost sprinting across the map desperate to get a flamethrower haha. But the freeze time and fire bomb were both creative and effective, and they looked ultra cool!

The guns themselves worked great, and the HUD is very snug and succinct - the perfect kind of thing for this type of level.

Obviously, and im sure you get told this by everyone, it would be nice to see more powerups and weapons. Maybe some kind of melee attack? As for powerups, you could try implementing some kind of forcefield powerup? Or even mini nukes - like trigger explosives that you can set as a trap?

The menu was very well designed and i loved the bit where you sit in the controlinator and the chair operates - a nice touch.

As far as expanding/improving it, here are my suggestions for new things:

Make the map bigger for a start, at least twice the size if you can.

The foliage was great but if you put in buildings, roads, streets, woodland etc, it would make it so much more atmospheric and you could play with physic effects like smoke and burning objects etc. You could play around with the trap idea and have things on doorways which you can activate for instance.

I think you need to implement some kind of bonus crate that adds a powerup on if you get it, because at the later stages the powerups became incredibly useful but i only had so few.

I think you also need a wider variety of enemies, different sizes isnt enough. Maybe give different types certain special attributes, like you could have some mercenary types that have a gun they can shoot you with. You could even eventually put in a HUGE (and i mean it) boss that tries to eat you or something (resistance style). It got harder after a while but the challenge wasnt enough, it just became overwhelming, so by incorporating more enemies at different stages, it could be more interesting and addictive to beat a certain part you get stuck on.

I am also working on a top down shooter at the moment, and i was very impressed by what you have managed to generate. Great job so far and i look forward to seeing where this goes!

I would appreciate it greatly if you could take a look and leave some feedback for my mini-game, link in my sig!
2011-02-28 14:57:00

Author:
Steve
Posts: 134


Just tried this again. The shotgun improvement is nice and that new zone indicator is perfect! It's just visible enough and also makes it clear that you can't shoot enemies on the other side of it.

And I know it was there before, but that flamethrower is sweet.
2011-02-28 18:56:00

Author:
Roo5676
Posts: 62


Wow - i can really see potential here!

What struck me most was that you have incorporated the powerups idea very well. You had me almost sprinting across the map desperate to get a flamethrower haha. But the freeze time and fire bomb were both creative and effective, and they looked ultra cool!.......

Thank you, but if I start doing this then it goes so far away from want I wanted to make, this though doesn't stop me doing a new one with the solid mechanics that are in this.

I will also add in more weapons. Mine does sound good
2011-03-02 04:15:00

Author:
Unknown User


Update as of March 4th thanks for the feedback.
1. Large enemies now spawn little ones when killed.
2. New Special move, Mines again same as the rest only 2.
3. Updated the VR Training arena.
4. Updated all Enemies appearances.

Testing needed please.
2011-03-04 03:18:00

Author:
Unknown User


Nice level you have here i actually quite enjoyed it.

I liked the enemies they were very interesting. The gameplay seemed smooth and easy and the enemies weren't over powerful but tough enough later on.
I think you should improve the shotgun just a little more though as i found the flamer to be the most deadly weapon and the standard gun to be the next. I seemed to just avoid the shotgun further on when my health got low as it wasn't good in a fast paced fight for your life weapon.

The map itself was a little dull but overall did the job. I found the extra abilities like freezing time and the fire bombs to be a very neat addition to the game as i can't recall playing a level like this and being able to freeze everything.
One suggestion though would be that it might be better to make a freezr ray or something that the charracter can collect ammo for.

Great Job at a creating this enjoyable level.
2011-07-06 14:20:00

Author:
Lordwarblade
Posts: 761


Nice level you have here i actually quite enjoyed it.

I liked the enemies they were very interesting. The gameplay seemed smooth and easy and the enemies weren't over powerful but tough enough later on.
I think you should improve the shotgun just a little more though as i found the flamer to be the most deadly weapon and the standard gun to be the next. I seemed to just avoid the shotgun further on when my health got low as it wasn't good in a fast paced fight for your life weapon.

The map itself was a little dull but overall did the job. I found the extra abilities like freezing time and the fire bombs to be a very neat addition to the game as i can't recall playing a level like this and being able to freeze everything.
One suggestion though would be that it might be better to make a freezr ray or something that the charracter can collect ammo for.

Great Job at a creating this enjoyable level.

Thank you, sorry its taken so long, players are so far and wide I never look any more lol
2011-08-09 19:48:00

Author:
Unknown User


Thats fine. I shall queue it again to check out all the updates.2011-08-14 04:50:00

Author:
Lordwarblade
Posts: 761


Big update coming soon, well it's done just need to make a new map, it will be possible to select your levels soon, as I made everything wireless so that I can emit the maps.

Wouldn't mind suggestions on what map to create next.
2011-08-29 16:55:00

Author:
Unknown User


Looking forward to playing this! Sounds like you put a lot of effort into making your game. Queued! Would you mind checking my level out and giving me your thoughts. https://lbpcentral.lbp-hub.com/index.php?t=62439-Chip-s-Challenge2011-08-29 20:09:00

Author:
Greensmurfy
Posts: 300


Thanks & yeah I keep going back lol, fixing making, refining the logic & level, hopefully you like it.

Just about to try your level.

Ok for some reason now that I emit the hole level, when you kill something it has a ting noise lol bugger know how to eliminate that.
2011-08-29 21:14:00

Author:
Unknown User


I really enjoyed your level. The character selection area was one of my favorite parts lol. The ultra white background and simple designs of the pods were visually awesome. The power-ups helped the gameplay a lot because they are very powerful weapons compared to the standard gun. I thought the character was pretty funny. Looked like a Irishman going out hunting in the wild. Nothing stood out as a problem when I played.2011-08-30 00:19:00

Author:
Greensmurfy
Posts: 300


I really enjoyed your level. The character selection area was one of my favorite parts lol. The ultra white background and simple designs of the pods were visually awesome. The power-ups helped the gameplay a lot because they are very powerful weapons compared to the standard gun. I thought the character was pretty funny. Looked like a Irishman going out hunting in the wild. Nothing stood out as a problem when I played.

Thank you, glad you liked it & never found any bugs
2011-09-02 19:37:00

Author:
Unknown User


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