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#1

Give back my Battleship!

Archive: 8 posts


http://lbp.me/v/xx2j7t

Hi! Here is my first attempt at a level in LBP2... it's a platformer with the objective to find all of your troops. Each troop requires a puzzle to be solved before he'll join you though! The visual style is based on the Advance Wars series of games on the GBA/DS, but you don't have to have played those games to enjoy it, it's only a visual aspect.

I'll give feedback for limit of 10 levels to begin with and will up it if it takes less time than I imagine. =)

Note that the level loses its appeal as the number of players rises, given an extra human player replaces the need for an extra troop.
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UPDATES
- A less cluttered far left area with visual cues about what to do and general kinks ironed out.
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http://img543.imageshack.us/img543/9272/aphoto3.jpg

http://img28.imageshack.us/img28/245/aphoto1e.jpg

http://img232.imageshack.us/img232/1305/aphoto7.jpg

http://img156.imageshack.us/img156/6673/aphoto5b.jpg
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SEQUEL PREVIEW

This was always intended to be part 1 of 2 levels, and it's kind of alluded to in the description how it states you'll go on the offensive...

...with a side scrolling shooter! Far from complete but it will come eventually:

http://img96.imageshack.us/img96/701/aphoto6.jpg
2011-02-28 00:58:00

Author:
Xaif
Posts: 365


I liked the concept of rescuing your team members and, having never played advance wars, I thought the visual style was unique. Here are some thoughts:

-- The whole bomb/box area at the left is unclear. First I have a pushable box and a bomb with no clear purpose. Then I keep going and get the grabinator. More boxes with no clear purpose (by the way I don't understand the boxes but if they are only intended to be moved with the grabinator and not by pushing I think you could make them ungrabbable) . They don't seemed designed to jump on (too tall), yet you *can* manage to get on top of them, especially if you jump off the grabinator pad. So now I can throw bombs, but it's not clear what to throw them at. I started kind of randomly throwing them. I think I hit the mountain to the right three times, but had no idea that was the right thing to bomb until the 4th time when it tipped over. I think I only kept trying it because it sort of wiggled in a funny way - I actually thought that I was going to break a part of the scenery that wasn't intended to be broken and I wanted to see what would happen. Anyway, there should be feedback that you're making progress if something requires multiple hits. I'm thinking of the story mode levels where you bomb away layers of foam.

-- So before moving on I kept playing with the boxes because I saw a prize back there. After about 5 minutes (seriously) of fiddling with them, I was able to jump on top of the little horizontal structure with the prize, but there was no way to get it. I must be missing something about this area.

-- Given that it's a long level (at least for me so far...ha), some way of having the music change would be nice so you don't hear the same song many times. Maybe a sequence of songs; maybe a different song per puzzle area.

-- Some nice trigger / set pieces like the boulder falling and extending the ledge. The climb up the tree was tougher than it should be. If you aren't an expert at LBP's slightly strange jump physics, you wouldn't be able to do it (you have to know that you can get max height on a stationary jump by NOT standing right next to the wall of the platform you're trying to jump on). Most rookies used to other games would just hold right while standing next to the wall and jump, but not be able to make it up. I would shrink the tree just a little.

-- A common complaint from me: surfaces that aren't intended to be grabbed should not be grabbable. Particularly the grassy walls of the tunnel where you're supposed to grab the destroyable green block.

-- Make it so the hint cameras (like on the tree) don't fire if you already rescued that guy.

-- Cool crane and ship, but I couldn't figure out what to do at the end. The guys follow me over there, so I assume I have to do something with them...throw them onto the ship or something. I jumped all around and threw them everywhere I could, but couldn't get anywhere. I ran back to the left, which caused the guys to go back onto their buttons. I ran back to the ship by myself and managed to accidentally jump in the window and finish.

So i think it's a nice concept, but you need to work out the kinks and help the player a lot more with hints (even just helpful decorations/arrows) and feedback.
2011-02-28 17:44:00

Author:
Roo5676
Posts: 62


Excellent feedback, thanks.

The section with the bombs has a lot going on... perhaps too much I feel now. The 3 boxes in that area can be stacked in a way so that you create some steps onto the ledge at the left of the walkway to get a prize, but thinking about it now not knowing that's possible could simply be frustrating and distracting. Might be wise to remove that little piece all together as on top of that, the little orange door behind the boxes can be blown up with a bomb - allowing you access to the price bubble inside the little walkway.

For the destructable ledge with the tree I'll add in some crumbling effects to attract the player's attention, and as you start to bomb the ledge the debris increases, which should be enough to indicate it's the right thing to be doing.

The tree being diffuclt to climb I'd agree is harder than it should be, I'll find a remedy for that, and everything else you mention makes sense and are pretty easy fixes with some small tweaks.

I was going to try and compose my own music for the level, but it's not really my strong point ha. It was always just a place holder, but maybe I've chosen the wrong song to be looped so many times...

Again brilliant feedback, thanks a lot. I'll check out your level in your sig.

EDIT: All of your suggestions have been implemented, updated version now online.
2011-02-28 18:13:00

Author:
Xaif
Posts: 365


Hey can i get some help, ive never played advance wars so that mmight be it. I cant pass the part when you get the grabinator and theres 3 boxes and a bomb there. Ive queued your level and will try again later.2011-03-01 01:15:00

Author:
blazin
Posts: 30


Hey thanks. I've added more visual cues as to what to do with the bombs, let me know if it still needs more hints. Having not played Advance Wars shouldn't matter as the influence has little to do with the level other than aethetics. 2011-03-01 14:53:00

Author:
Xaif
Posts: 365


First of all, thank you for making a quality level that is non-linear! I can only assume that it's the example set by Story mode, but it is rare to find non-linear puzzlers like this out there. Whenever I come across a good one, like yours, I'm sure to heart it.

Now I don't know which version of your level I played so it's possible you might have improved it since, but I had the same problem with the bomb/box area. Could you add maybe an unusual sound effect or some kind of visual cue to reinforce to the player that throwing the bomb at the tree is the right thing to do? I, too, was unable to figure out how to get the prize located above the grabinator. I found some of the other prizes tho.

The bomb/box was really the only problem I had. At first, assembling all the crew members from their seemingly unreachable positions appeared impossible, but It turned out to be a challenge and a pleasure to figure out how. Oh, one thing you could do to reward the player for finding a crew member is have him say something, whether in actual text or with a silly speech sound effect.

I genuinely enjoyed this level! It doesn't hurt that I'm an Advance Wars fan as well, although I think I would have enjoyed it in either case since it isn't anything like Advance Wars, really.
2011-03-01 15:23:00

Author:
zabel99
Posts: 179


Thank you! Glad you liked it.

The sound effect is a good idea for the tree, I have made it so that the amount of boulders falling from the tree increases with each successive hit (and some get shot out too) but maybe this isn't such an obvious change to notice when stuff's getting blown up!

Regarding the prize bubbles, I didn't want to make those too easy (there are 4 in total throughout the level) as in the story mode I enjoyed trying to work out how to get the trickier ones. Plus they're not integral to level completion, so it doesn't break the level if they're missed out. A hint: it involves the orange door on the side of the building.

I like your idea about a sound effect when a soldier is found, might try and get an Advance Wars sound uploaded ha, the HQ capture jingle could be appropriate there.
2011-03-01 16:03:00

Author:
Xaif
Posts: 365


thanks for the good and helpful feedback on my level

Now to your level: Liked the pixel optic. But ithin you could add a bit decoration or some stickers. There were some good puzzle i really had to think about it. Sometimes it got a bit annoying too when you try to rescue the next crew member and run from left to right. So a good level!

PS: the sequel looks interesting...
2011-03-02 20:27:00

Author:
frexy18
Posts: 62


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