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Frozen Flame - Top-down co-op RPG for 1-4 players.

Archive: 54 posts


This level was a huge project for me. It took me an entire month to make the level and the logic for all the characters. So far almost everyone who has played it has given it really amazing reviews but the level itself doesn't seem to get popular for some reason. The level actually ended up reminding me alot of the good old Secret of Mana games for SNES.

The level features four distinct character classes. The classes are warrior, archer, mage and healer, fairly standard RPG stuff so far. Each class has 3-4 abilities and they all have (in my opinion) beautiful and cool effects.
The difficulty of the level scales up with the number of players so it's possible to play the level alone without it being too difficult as well as take 3 of your friends and try to challenge the crazy monsters together.

The monsters are quite interesting and somewhat unique. They don't just follow you around like in many other top-down RPGs but have distinct patterns of moving and using special attacks and abilities.

Even though this level is a top-down level for more than 1 player, the level is NOT set up as a versus level, I actually made my own co-op camera tracker that tries to keep the players together without killing them off right away if someone goes forward too fast. I decided to do this because I wanted the players to move forward as a team as the difficulty scales up.

The level also has a somewhat interesting and funny story with several intricate cutscenes. Even if you aren't playing with 4 players, all of the 4 classes are present in the story to keep it coherent and interesting.

There is also a separate level that works a tutorial on how to play all the 4 classes and use their skills, so you don't have to figure everything out by yourself!

The actual level itself is quite long, the first time through the level might take more than 30 minutes even though it's always easy to see where you are supposed to go. The engaging combat system, the new monsters that are introduced evenly throughout the level, the cutscenes and the beautifully crafted areas hopefully keep it from becoming repetitive.

This is my first post in LBPCentral as (IMO) superstar Foofles suggested me that I should try advertising my levels here.
I hope some people will take a look!

PS. I'm not much of a forum person usually, I'll try to check this forum though.



http://lbp.me/v/y-frxj

Here's a video of the entire level in HD quality, thanks to cliffbo!


http://www.youtube.com/watch?v=scYoMo-m4yY&hd=1


http://www.youtube.com/watch?v=ATyHeYHXmSA&hd=1


And here be some pics if you don't want to watch the long videos!

http://if.lbp.me/img/ft/7dffc801d08efdbe432518b3460d48e73b9c3c0f.jpg

http://i8.lbp.me/img/ft/4d8d28c97552a322897797ce8fe6aceb506b79a4.jpg

http://i9.lbp.me/img/ft/b19fe013c08ba26d9b591dc01180741695f7b6c4.jpg

http://i5.lbp.me/img/ft/ef51a380ffb219aeaba97a5fc7ecddeeea33b98b.jpg
2011-03-08 13:53:00

Author:
Felkroth
Posts: 51


ohhhh look awsome.. ill give a play right away.. make me remmember MAGICKA
Soon a review

If u can f4f Play mine son sig please.. thanks in advance .
2011-03-08 14:02:00

Author:
PTdragon
Posts: 176


Sure, I'll give your levels a try. I won't be able to log on lbpcentral until tomorrow though, so I'll try to post something about them tomorrow 2011-03-08 14:32:00

Author:
Felkroth
Posts: 51


Ok here it goes:

This is was AMAZING.. why MM dont look to this level and Pick it up? It was AMAZING.
I played with my son. Me warrior, him as a Mage.. as i can say that was fantastic.. Warriors skills are to OP and Mage Died a lot xD but that Uber big Fireball was fantastic
The effects.. no words.. u really lost loads of time making it.. i cant even imagine the logic behind this Bots -.-"
The enemies wre fantastic... each one with unique abilities.. nothing compared to many levels ive tested were they didnt moved.. here they follow you.. charge you.. "spit on you" Cover them self on shells.. Omg.. i was like :O :O :O is this really LBP 2? *SLAP... yes it is LBP2 !!
The Boss.. Freaking Awsome !!
Man u left me with no words ! BRING Chapter 2 !! i gaved smile and hearth becouse i cant giive more !!!

Awsome job..

10/10 !!
2011-03-08 14:49:00

Author:
PTdragon
Posts: 176


Aww. Thanks for such a nice review!
The 2nd chapter has already been under work for a while now, but I've been sidetracked by other level ideas a bit! But it's definitely coming at some point! I might add more oomph to the mage's attacks since he's way more fragile than the warrior after all.
2011-03-08 16:24:00

Author:
Felkroth
Posts: 51


I played this level and I was pleasantly suprised. The combo systems and different classes were awesome at the beginning of the level/game. I must say I played this level 2 or 3 times just to experiment with the different classes. The AI for the enemies is amazing. There's nothing I can really say to improve this level. I encountered no bugs and gameplay was smooth and fun. This level deserves much more plays than it currently has. If you have not played this level, stop what you're doing and go play it now. That's an order! 2011-03-08 16:50:00

Author:
creator22
Posts: 162


Based on PTdragon's feedback, I made the mage more powerful by considerably shortening the cooldowns on his abilities.
Also fixed a couple of minor bugs (I hope) that have been haunting the level for a while now. If the mage's staff still mysteriously disappears somewhere, please let me know
2011-03-09 06:46:00

Author:
Felkroth
Posts: 51


This was pretty good (okay, it was awesome!), but there are a couple of things that might could improve it -

Skippable text! I read really fast. Being able to press O to skip a line of text would be soooo nice. I see it in far too few levels, but when the option is there I'm made to be very happy. There's a lot of text in here (dur, it's an RPG), and being able to control the speed at which it moves would be wonderful.

I played as Archer with a buddy as Healer and we didn't have any issues. I'll play again later, but I don't want to sit through all the text again... xD
I just turned off my setup so I can't see if they are, but - if the cutscenes aren't skippable, they probably should be.

That's a pretty minor point, though. I encountered zero issues and have no complaints about presentation at all. It looks and plays like an RPG! The characters spin around and do all kinds of stuff! Love it!

Can you decorate a controllinator? Maybe put "feet" decorations on it to hide it? My buddy watched the 'bodyguards' walking back to town and said "Vreeeoooom" because honestly it looked like they'd sprouted go-karts
2011-03-09 06:59:00

Author:
Loius
Posts: 342


Haha. Good point on the 'bodyguards'. I didn't even think of using the feet decorations. I bet there's alot I could do to hide those ugly controlinators. I'll definitely look into that once I get home from work... (funny how I have so much time to be on lbpcentral at work..).

As for skippable text... I'm not sure how I'd go about that. At least skipping single lines seems impossible to me, as the actors have the whole scene recorded. So skipping the lines of text would probably make the whole cutscene go crazy.
Making the whole scene skippable should be possible though, and it is also something I've been meaning to do but I've been too la... I mean, busy with the next chapter and my other levels. At some point, I tried using the built-in method for skipping cutscenes but that just broke the entire thing... maybe my cutscenes are set up in a wrong way somehow. This is also something I'll definitely take a look at as it'll definitely help with testing of the 2nd chapter.

...You wouldn't happen to have any ideas about how to make even the single lines skippable when the actors have recorded acting for the entire scene?
2011-03-09 07:24:00

Author:
Felkroth
Posts: 51


If they're recorded for the entire scene, it's probably not possible x..x
I hadn't thought of that.

I haven't worked with movie cameras yet at all, but I remember they do have an output - perhaps that activates when a player chooses "skip", allowing you to clean up whatever needs cleaning?
2011-03-09 07:39:00

Author:
Loius
Posts: 342


The output activates once the camera's hold time runs out or another camera is activated. I'd assume it also activates on skipping. But that doesn't really help me due to the way my cutscenes are set up...

The entire scene already has sort of a clean-up procedure at the end though, so making the entire scene skippable shouldn't actually be too difficult now that I think about it.

I'll just have to map it on a button like Start or whatever to call the clean-up and stop the cutscene. At least in theory it's that simple... now I'm afraid to go home after work
2011-03-09 07:54:00

Author:
Felkroth
Posts: 51


I know that feeling! Seems like every time something starts working right, something else decides it needs to stop. >..<

Good luck, though. I'm sure there won't be a single problem. *fingers crossed*
2011-03-09 09:21:00

Author:
Loius
Posts: 342


Bahhh. Due to the way the level is built, it's extremely difficult implement the skipping without remaking certain parts.

Because the level is so huge, I have to spawn it in pieces and even then the cutscene actors spawn inside the given level piece. That makes modifying the behaviour of a single actor (like destroying them when player wants to skip) a real pain. I'll definitely add it to chapter 2 since it's much easier to edit the existing cutscenes in chapter 2 to work with this as I haven't broken the level into pieces yet.
If I had thought of this before making the current cutscene system, it wouldn't have been too difficult to make.
I'll keep trying to see if I can figure out an easier way...

As for decorating the control seats. It is possible to apply both stickers and decorations on them. Such a shame stickers can't make them invisible... I tried various combinations of feet and other decorations but nothing looked good at all... again, I need to experiment a bit more on this
2011-03-09 16:36:00

Author:
Felkroth
Posts: 51


This level reminds me of how I wanted to take Craft Earth Crusaders way back when. I have it queue'd up for later. =)2011-03-09 17:47:00

Author:
gevurah22
Posts: 1476


Eeeek! You're like... famous!
I love your levels! I hope my silly level will amuse you for a while

Back to the topic: It seems I may have found a bit easier way to make the cutscenes skippable after all. I'll see how it pans out.
Also found some minor bugs and made healing others slightly easier. Will publish the new version once I've tested it properly.
2011-03-09 19:24:00

Author:
Felkroth
Posts: 51


Sooooooo... played this last night with Jirugameshi. Very solid game you have here. The visuals, character variety, enemy variety, and flow are all top notch. The transitions between gameplay to cutscenes to gameplay are pretty seamless as well. I used the wrong term when I mentioned this on my lbp review, but my biggest qualm with the level was the feeling of doing damage to the enemies. Aside from a few animations here and there, I never got the sense I was really damaging the enemies and they were just barreling through our attacks. Perhaps a couple damage animations to signify a hit or whatnot with a little kickback would really tie everything in. Other than that, much praise to you since that was quality work throughout.2011-03-10 15:54:00

Author:
gevurah22
Posts: 1476


Thank you very much.
That's a great suggestion. I can't believe I didn't think of that myself. Right now the monsters just slightly recoil and scream when they're attacked, but a visual indication of being hit would make it that much better!

Looks like I'll soon have to redo all the monster spawn points in the first chapter since this is already the 2nd improvement that would likely require it (unless I can make the weapons/projectiles spawn a decent hit effect..).
2011-03-10 18:02:00

Author:
Felkroth
Posts: 51


Played this a couple of nights ago, the only (quick) way I could find the level was by searching for 'Felkroth', when I searched for the level by it's Title it still didn't show up until pages & pages down?, surely the text search should have treated 'Frozen Flame' as one, but instead it seamed only to find all the levels that had 'Frozen' as the first word in the title...I think the text search could do with a bit of tweaking! Anyway once I had found the level (and after playing the brilliantly put together tutorial level) I got stuck in and I have to say that it blew me away! I was most impressed with the level of detail and the way your enemies behaved (although the suggestion about some added damage effect is a good one), I was left guessing about at least 50% of the logic you've got in there, great work. I am going to play again until I have tried it as each class! Awesome level, it definitely deserves spotlighting & many more plays!....keep up the good work!2011-03-11 13:22:00

Author:
CloaknBlagger
Posts: 78


Yeah... MM broke the text search sometime around when they published their first update to the game. It used to find my level just fine with the search but now you actually need to add quotation marks around the text for the search to consider both of the words (search for "Frozen Flame" instead of Frozen Flame)... kinda silly, if you ask me.
Anyway, thanks for playing and such a nice review, glad you enjoyed it!
2011-03-11 18:24:00

Author:
Felkroth
Posts: 51


You know, your own description of your level in this thread sounds like a fanboy reviewing his favorite game lol. You don't need to do that because your level speaks for itself.

I don't think I've ever been more impressed with anything made in LBP2. This just blew me away! Truly, truly outstanding work. Man, there's no point in me ever thinking of making a Gauntlet level now. It would never be as good as this.
2011-03-11 20:36:00

Author:
zabel99
Posts: 179


Doh. After seeing your comment, I actually had to go back and read what kind of nonsense I had typed in earlier! Turns out you're absolutely right. The description does indeed offer a quite biased view on the level. I have no excuse! AHHH!
At least the comments I've received here do a fine job at pointing out that there's still a whole lot of room for improvements. ...and here I thought I made it perfect! Hehe.
2011-03-11 21:05:00

Author:
Felkroth
Posts: 51


blimey!!!!!!! anyone care to youtube this in 720p?!2011-03-11 21:09:00

Author:
GribbleGrunger
Posts: 3910


Frozen Flame - Chapter 1 (Top-down co-op RPG, 1-4 players)
Score: 9.9/10
Rating: & <3 {:star::star::star::star::star:}
By: Felkroth

Wow. And then wow. And then some.

Story: 9.5/10
The dialogue is great! It got to the point but was able to have some humor involved. However, I played this twice with different people, and it would have been nice to be able to skip the cutscenes.

Music/SFX Choice: 9/10
Music choice was okay, but could have been better with music sequencer. But your use of SFX really were great.

Appearance: 10/10
Wow. I can't even imagine how long this must of taken you. Even in a level as long as this, you were able to have great detail. Especially in the buildings. Wow.

I really liked the sackbots too, the costumes really fit together with their personality/ability.

Gameplay: 10/10
0_0

I could write a whole book on how great this was. I honestly have no idea how you did it. This is downright the best freaking RPG level ever made. Ever. The controls work great, its fun, supports more than one player, never glitches, and is downright freaking amazing. The combat is solid and is very fun. The boss was amazing as well. I am so overwhelmed of its awesomeness I'm going to stop now.

Overall: 9.9/10 (not an average)
Wow. I really hope this is Mm picked because it is much better than anything, I mean anything Mm picked right now. Crazy amazing. You win respect points.

-Valmassoi
2011-03-12 21:09:00

Author:
anoken
Posts: 1654


Eeek! You're making me blush! Thank you for your kind words and for taking time to write such a nice review!
If only the "never glitches" part was true...

Cutscene skipping is now implemented in chapter 2. I had to completely change the way I'm doing the cutscenes so I probably won't update that feature to chapter 1. At least not until I get the 2nd chapter out
2011-03-12 22:22:00

Author:
Felkroth
Posts: 51


Music/SFX Choice: 9/10
Music choice was okay, but could have been better with music sequencer. But your use of SFX really were great.


-Valmassoi

I kinda agree and disagree with you there val. The music during the cutscenes were really well done. The music always gave the right tone. And while music sequencer songs would have been nice to hear. Finding someone to create those is one roadblock while time is another.

I still agree with val on that 9.9 rating though. Fantastic work.

I'm curious though. Should we expect a month till the next chapter?
2011-03-13 00:15:00

Author:
Silver39
Posts: 1703


Well, here's an answer that probably doesn't answer anything!
It's been about two weeks since I published the first chapter. During those two weeks most of the time has gone towards fixing random issues/changing stuff in the chapter 1.
I also spent several days on making my 3D shooter level, which was something I wanted to try out after discovering the 3D cam.
I work full time during the week and on some days I'm just too tired or too busy with other things to make much progress on the level once I get home, so most of the progress happens during weekends.

That said, the 2nd chapter is about halfway done right now, as far as the actual level and cutscenes go. Of course there's a whole lot of testing to be done after it's done to make sure everything is working as intended. So, I'd estimate another 2 weeks perhaps.. don't hold me to it though!
2011-03-13 07:52:00

Author:
Felkroth
Posts: 51


Played single as warrior


THIS

IS

INCREDIBLE



The best thing i've played on LBP2

I admit that i may not be the most objetive dude around because as a mad fan of old jrpg style i absolutely love that type of chara design/graphic look, basically you win my yay vote at first seconds of the tutorial

Chara design, great scenario, details, material selection, colors, story, cutscene, quotess, secrets, exploration, old jrpg feeling... all in this level scream epic coolness

I know that is a short review but i will not even know where start, it will be a looooong list of "this is cool" and "this is cooler"

I do faster just saying the only "imperfection" that i seen... maybe playing as warrior is'nt ever clear when you hitted your enemy with the sword(i know the monster do scream but as long soung are'nt ever precise), maybe you can add some clear fast sound (like the sword-slash) for when the sword successfull hit


But this is the only thing that i can say,again i will have only tons of positive things about this one


Yay,hearted,hearted you and imho sure next spotlight material
If don't end up in MM's pick is ridicolous

Waiting next chapter



For F4F try this
https://lbpcentral.lbp-hub.com/index.php?t=52094-Vagrant-sword
Is an old style adventure where 1 error is game over,and play after play you get better and go more far
You control a sackbot that can do sword attack and roll/dash, on the thread you read controls and all!


EDIT: i've just read that is'nt a F4F thread,sorry! But if you want try it you're welcome
2011-03-14 02:39:00

Author:
GEK83
Posts: 163


Yeah, some kind of clear feedback on hitting the enemies would be nice. From what I've seen, LBP can't handle too many sounds at the same time. I'll try to add some kind of visual feedback to monsters in chapter 2. Modifying chapter 1 will have to wait till I get chapter 2 out.

PS.
It's ok even though this isn't marked as F4F, it never hurts to ask
In fact, as soon as I saw your name, I started wondering why it sounded so familiar. It kept bothering me until I reached the end of your post. Turns out it was because I already played your amazing level and remembered you from that! I'll write something about it when I have a moment.
2011-03-14 07:57:00

Author:
Felkroth
Posts: 51


I heard about this level all over the place from some friends of mine, sure sounds amazing, will check this out soon queued.2011-03-14 19:35:00

Author:
Bloo_boy
Posts: 1019


Truely awesome level of amazing awesomeness that I think is super mega awesome and super awesomely stuff on the awesome. In case it wasn't obvious I found your level to be pretty gnarly. Also known as awesome.
Well you said you wanted some constructive critism I thought I'd give you some these are pretty minor complaints that I just think would make it a tiny bit more awesome that its just what I have to say:
1. This is the only one having to do with the actual gameplay I feel the enemies should have an HP bar now it might be pretty difficult but at least with the boss would be pretty sweet.
2. I think the cutscenes should be done with the actual LBP from a side view that way we could get the full emotions of the sacks themsevles.
3. This would probley be extremly difficult but I think voice actors would be pretty amazing the only really good use I've seen in them was Hansal in Gretalbot and I think with your new found fame you could easily find some people that would have the voices your looking for.

Hey this is just what I have to say and I hope you'll take it into concideration and I'd be willing to help with anything not to say I'm the best but hey I know my way around a microchip.
2011-03-18 02:19:00

Author:
Unknown User


This whole level can be described in one, single word.
MORE

Played with my sister and friend. Hilarity ensued. Only problem I had was not knowing if I was actually damaging the boss. Other than that, a and a <3
2011-03-18 02:49:00

Author:
Testudini
Posts: 3262


This whole level can be described in one, single word.
MORE

Played with my sister and friend. Hilarity ensued. Only problem I had was not knowing if I was actually damaging the boss. Other than that, a and a <3
Pretty sure there's a sound effect for the eyes at least.
---

Had fun playing this level (as archer), nice work.
My favourite part was how the shell enemy switched between attack/defence. Popit is disabled if I remember correctly..so I can't take him apart to see that switch in animation...was cool anyway.
Shame I needed an MM pick to see/play this.
2011-03-18 03:35:00

Author:
midnight_heist
Posts: 2513


I go quote my self

Ok here it goes:

This is was AMAZING.. why MM dont look to this level and Pick it up? It was AMAZING.


Finally they picked you. I was happy for that becouse like ive said on my review .. it deserved the MM Pick.
2011-03-18 07:46:00

Author:
PTdragon
Posts: 176


Congratulations on the pick. It's well deserved from what I played. I'm saving my full feedback for when I get a full 4-player group in there to have at it. But from what I've seen so far, a great job here.2011-03-18 15:42:00

Author:
nextlevel88
Posts: 149


Let me know if 4 players breaks the level in any way. It hasn't been tested very well.
Also, thanks to everyone for playing and feedback!
2011-03-18 18:58:00

Author:
Felkroth
Posts: 51


Let me know if 4 players breaks the level in any way. It hasn't been tested very well.
Also, thanks to everyone for playing and feedback!
Ha! I'm working on a 4-player level myself, and I have a group that comes in every week to hang out, have a few drinks and play a few games. Lately we've set aside the beginning of each session for testing my level. If 4-players can break your level, this group will find out (cuz they're a bunch of jerks when it comes to testing levels ), and I'll let you know. Though I would think that MM played your level with 4 players before posting it as a pick, so I wouldn't worry too much.
2011-03-19 14:39:00

Author:
nextlevel88
Posts: 149


Figured I'd post it here as well.
I updated the level over the past weekend to include the two features that have been requested quite often.

Now there's a visual feedback whenever you hit (and damage) a target, as well as a health bar for all the enemies.
I also made the cutscenes skippable.
Fixed some random bugs too and added prizes that depend on the player's score.
2011-03-22 07:52:00

Author:
Felkroth
Posts: 51


I have to say this level blew me away! Amazing sceney (and I'm a man for scenery). I gave it a Heart and a Smile and have played it almost 10 times. Look forward to the future of the series.

P.S. How did you make that water!? It looks amaizing! You will have to teach me some day.
2011-03-22 08:04:00

Author:
Unknown User


Thanks!
The water is just colored goo with some led lights to make the light flickering on the water surface more visible.
2011-03-22 11:42:00

Author:
Felkroth
Posts: 51


Oooh I never thought of that! Thankyou 2011-03-23 07:27:00

Author:
Unknown User


Played this the other day and really enjoyed it. I was amazed at how after playing for a few minutes I had to really think about how to use the characters attributes and skills as part of the group. Very nicely done there!

The dialogue really reminded me of the old school 8 bit RPG's I used to adore back in the 90's. It was easy to forget I was in an LBP level there for awhile.

Congrats on the MM pick and ya, bring on more of this style of level please!
2011-03-23 22:08:00

Author:
Morgana25
Posts: 5983


Played this a while back.

First off: great looking and a fun concept which works well!
One of the boars in the tutorial did not seem to die whatever I did. It believe it was the one you can skip during the healer-turorial, but I'm not sure. I played this a while back... soryy about that.

-I did find it very easy just to avoid the enemies and get to the boss. Maybe add some roadblocks which remove themselve after obtaining an item from a defeated enemy or after defeating X enemies?

-I was also having problems knowing if I hit certain enemies (flowers and the rockenemies, was using the warrior.) Maybe add a hollogram around the enemies which flares up red knowing you hit a weakspot? A sound cue alone did not seem enough for me, since there are a lot of sounds in the game as it is.
- I wish it was possible to skip dialogue. I read quick so waiting for some text to move along was a bit annoying. This is a minor quible though.


I liked the boss, but maybe add a healthbar to know I'm hitting him in the right spot/know how long it takes to kill him?

Wanna try my level too? Its in my sig!
2011-03-25 13:38:00

Author:
Alphagaia
Posts: 64


Let me know if 4 players breaks the level in any way. It hasn't been tested very well.


Finally got a crew together to play it with 4 people. As expected, it worked pretty much flawlessly and wowed everyone in the room. Very good work here.

I really don't have any criticism as far as gameplay goes with 4 people. The difficulty scaled nicely. I would offer one idea though, just cuz it came up while we were playing it:
During the boss fight, would there be any way to temporarily remove the spawn point to give the healer a bigger role? See, during the rest of the game, the healer is more important cuz a player can die and not spawn back in immediately, but during the boss fight, when a player dies, they spawn right back in and go back to the battle. Perhaps if the spawn point was associated with the healer somehow, or disappeared until more than one player was destroyed, or was off screen so the players had to run back to get their teammate to respawn, or -even crazier yet- only the healer can respawn and has a resurrection spell for the players... I know it's pretty ambitious, especially for something that would only be used when 4 players were playing, and probably wouldn't enhance things enough to be worth the trouble of changing now. But perhaps for the sequel that we're all waiting for...?

Anyway, that's just a thought, take it for what it's worth (that is to say, not much). I can't wait to see what you come up with next.
2011-03-27 06:31:00

Author:
nextlevel88
Posts: 149


@Alphagaia:
You must've played the level well over a week ago. The current version does indeed have an effect when you hit the enemies, as well as healthbars for all the enemies and the boss. The cutscenes are also skippable in the latest version. It's ok, I won't blame you! Moving on!

As you mentioned, the monsters are indeed too easy to skip right now. Your suggestion of having roadblocks is a good one! Mainly because it's exactly what I did for the chapter 2 already! In chapter 2 the monsters will no longer respawn like they do in chapter 1, but you also have to beat them in order to advance.

Don't know why the boar would be invincible in the tutorial though. I'll look into that


@nextlevel88:
That's an amazing idea! It's definitely not difficult to disable the checkpoint until all players are dead, which would make the healer more useful. The downside is that if you're playing with 4 and only one person survives, it becomes nearly impossible to kill the boss due to crazy respawning tentacles, so the remaining player would just have to commit suicide
I considered Resurrection ability for chapter 2 earlier but decided to skip on it because I couldn't come up with a way of making the level balanced in case people play it without a healer. I will have to give it some more thought.

Your suggestion of making the checkpoint less accessible would probably be the best approach. Perhaps in chapter 2 you need to activate a switch or something to resurrect your allies.. unless you are a healer. Hm, that could work!
But how would it work in rest of the level... the healer would act as a moving checkpoint and it'd almost completely negate the effects of death in the game. On the other hand.. since enemies no longer respawn in chapter 2, dying won't really set you back as much anyway.
I guess it'd work if the resurrection spell had a long casting time and made you unable to move while casting it.
Your suggestion definitely gave me alot to think about

Also, thanks for testing it properly with a full party!
2011-03-28 08:21:00

Author:
Felkroth
Posts: 51


@ Felkroth:

Yeah you are totally right, It was more the a week ago. Played it again this weekend and noticed the changes you did. Very nice! I'm very curious about the next one!
2011-03-28 11:41:00

Author:
Alphagaia
Posts: 64


wow , that was easily the best level i ever played on lbp , and i played lot and lot of level, incredible love that need to be played absolutely!!!2011-03-28 23:53:00

Author:
Unknown User


This was one of the few LBP levels I have played that just absolutely blew my mind. From a gameplay perspective, it was PERFECT! Visuals and animations were among the most top-notch out there, and the boss just topped things off. Probably the best boss fight to come out of LBP yet. The fact that you offered different classes that could work well together was also a huge plus. The only thing I can say about this level that I think could really use some work is the script. That was just...embarrassing at times, lol. Maybe it's just because I'm a writer, but regardless, people seemed to enjoy it, and this level did get MM picked, after all.

Pros:
-Extremely well-crafted RPG gameplay
-Different classes
-Great visuals/animations
-Best boss fight LBP has offered, perhaps?
-Lengthy. This would normally be a con, but the fact that the gameplay was so fun makes this so forgiving.

Cons
-Script. Really, just the script. I was like "Ok..." at some points.
2011-03-29 06:08:00

Author:
Scholarship
Posts: 105


I kinda agree. The story is what it is because I actually made it up as I built the level and it kinda lived its own life depending on what I was able to make and what the thermometer would allow me to do
On the other hand, it seems nobody really wants to read the story anyway! Lousy people!
2011-03-29 07:55:00

Author:
Felkroth
Posts: 51


Thats An Awesome Level I Played That Before!2011-03-30 15:32:00

Author:
Unknown User


I considered Resurrection ability for chapter 2 earlier but decided to skip on it because I couldn't come up with a way of making the level balanced in case people play it without a healer. I will have to give it some more thought.

I was thinking about this a little more and have some things for you to consider. Perhaps when a healer is playing you can enable a selector on the sackbot. When they run out of health, the selector triggers a port that's connected to the sackbot's "eject player" input, thereby disabling the player's control over the sackbot and freezing them where they stand. The healer can then use their resurrect spell and give the other player their health back and switch the selector back to an empty port, restoring the player's control. The problem is that the healer may have to run into danger to resurrect the player, so you may have to give the spell some range. You could also give the healer a spell that drags the fallen teammate to them using a follower, which would be cool, but could be tedious. Alternatively, activate a follower that takes the sackbot to the nearest checkpoint, to get them out of harm's way so the healer can work their magic. Literally. Just a few more thoughts on it for you.
2011-03-31 23:24:00

Author:
nextlevel88
Posts: 149


I also considered a similar approach of having the players "collapse" or be in "dying" state familiar from some D&D rules. Ejecting the play would cause problems due to the way the control works but I already have another way of disabling all control so that's not a problem.
The problems come from the playability. Having the entire level work differently when the healer is around might be really confusing to players.

One alternative I considered was to freeze the dead players like you suggested and give every player an ability to "rescue" a fallen ally to low health and only after everyone has fallen, you'd spawn at the checkpoint. Healer would be special as their heal ability would save the fallen player instantly.

All of these methods of rescuing and resurrecting would make much more sense if the players only had one life. But that'd make the level too difficult for most, even though some would enjoy the challenge.. and it'd make the multiplayer experience much more rewarding.

I'm probably going to disable healing on most of the checkpoints in chapter 2 to make healers more useful throughout the level. Players will also level up in chapter 2, so restoring the players to full health on level up would take care of the healing rather than checkpoints.
That still doesn't fix the problem where players will instantly pop out of checkpoint if they die. Probably a short delay would make sense there.

I'll definitely think of a way of disabling the continuous feeding of players into the battle for boss fight.
2011-04-01 07:14:00

Author:
Felkroth
Posts: 51


Ah yes. I forgot your control scheme was quite unique. Anyway, good luck with whatever you come up with, and may you never hear the dreaded break sound from far off in the distance. Looking forward to seeing what you come up with.2011-04-01 15:05:00

Author:
nextlevel88
Posts: 149


How was it made, that's what I can't seem to grasp...I've tried 6 different ways to create a similar styled top down game (not the same story, just with one character and a fairly generic storyline) but I just cant seem to do it, How abstract is the creation process?2013-07-20 18:41:00

Author:
Unknown User


The Frozen Flame is literally one of the best RPG's I've ever played on LBP2.. nothing can compare to it. The detail, the scenery, the story was alright, the gameplay. I wish I could do something similar, but I decided to make a side-scrolling RPG XD
I hope one day you make a new Saga XD
2013-07-22 21:53:00

Author:
Rixsch
Posts: 239


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