Home    LBP Showcase / Reviews / Recommendations    Level Showcase
#1

Mini-Game: Tiltform!

Archive: 10 posts


Tiltform is a mini-game based off of Star 'Stache Smash from Mario & Luigi: Superstar Saga. Tilt your platform with L2 and R2 and try to send as many score bubbles as you can into the openings on the sides of the playing field! Beware the larger glowing bubble bomb, as it makes the openings switch sides! Tiltform is available for 1-4 players and exists as cooperative and competitive versions! Give it a try if you like mini-games!

Controls:
L2/R2 - Tilt or raise your platform.
X - Ready yourself.

History:
I came up with the idea for Tiltform! about a week and a half ago. I remember how much I would play Star 'Stache Smash from Mario & Luigi: Superstar Saga, so I thought, "Why not?" I made a quick prototype in about two days. I liked what I had done, even if the prototype was glitch- and lag-ridden. After distractions, I decided to remake it better so that it was more optimized and debugged. This is the result.

So why am I still calling this a beta? It seems like it's finished, right? Well, actually... Yes, the gameplay itself is finished and debugged from all the problems I have found. I still also want to polish this level off just a little bit more, but I wanted to get this level out to the community as soon as I could, because I had (and still am having) fun with it, so I think you will too!

Known issues:
Apparently if you go too crazy with the platform, especially online with lag and such, it can detach from its supporting rods. However, this seems to be very rare.
Sometimes, the openings get stuck and won't move at all. This also seems to be very rare.

Todo list:
Add a grading system (the higher your score, the higher your grade!)
Add additional control schemes (face buttons, D-pad, other triggers, etc.)
Battle mode in multiplayer versus

Screenshots:
http://i54.tinypic.com/2m6rgbp.jpg

http://i52.tinypic.com/4tx460.jpg

Play it:
http://lbp.me/v/yvt2kc - Single-Player/Cooperative Multiplayer version
http://lbp.me/v/yvt20t - Versus Multiplayer version

Did you get a new high score? Post it here!

Feedback for Feedback:
How did I do? Give and you shall receive; I will play and review four levels, one from each author. The levels I review will be listed here.
Surrounded by Voganlight - https://lbpcentral.lbp-hub.com/index.php?t=52741-Surrounded
Dawn Metropolis by wait wtf - https://lbpcentral.lbp-hub.com/index.php?t=52814-Dawn-Metropolis-%28DEMO%29
The Red Baron Strikes Back by vergil - https://lbpcentral.lbp-hub.com/index.php?t=52800-The-Red-Baron-strikes-back
Bipolar Blocks by sny - https://lbpcentral.lbp-hub.com/index.php?t=52103-Bipolar-Blocks-2-player
Thank you all for your feedback! Stay tuned for updates!

Enjoy!
http://lbp.me/v/yvt2kc
2011-03-13 12:35:00

Author:
Unknown User


I haven't played SS, only PiT and BIS (shame on me), but I really enjoyed this one.
I had some problems with the controls at first, because I expected the platform to be rotating instead of floating. I guess I was a bit wrong there :I
After some seconds, I got the hang of it and got some quite good combos, but it seems I still fail at it as I only got a small fraction of your score. Seems like I gotta play some more

As for F4F, I don't really have a good level yet, just some random, short ones, so you don't have to review one. If you really want to F4F though, just play any, it's your choice.
2011-03-13 14:19:00

Author:
Unknown User


Queued.
F4F: Surrounded (https://lbpcentral.lbp-hub.com/index.php?t=52741-Surrounded)
2011-03-13 22:21:00

Author:
Voganlight
Posts: 60


played its a fun game, really had some fun with, tho it did take some time to get use to the controls. please play me level https://lbpcentral.lbp-hub.com/index.php?t=52814-Dawn-Metropolis-%28DEMO%292011-03-13 22:33:00

Author:
wait wtf
Posts: 853


Played yesterday with some friends and found it extremely interesting: The level looks cool, the controls are easy and the length is about fine. The only thing i noticed is that maybe the level is missing an increase of the difficulty over time since it felt the same all the way through. Maybe you could add a way to give bigger penalties if a mistake is made in the final part to make it more intense. Great work though.

Please return feedback to my latest shooter level : The Red Baron strikes back http://lbp.me/v/yw22sw in the related F4F thread (https://lbpcentral.lbp-hub.com/index.php?t=52800-The-Red-Baron-strikes-back).
Thanks.
2011-03-14 09:31:00

Author:
Vergil
Posts: 155


Thank you all for your feedback... well, most of you all. =P


I haven't played SS, only PiT and BIS (shame on me), but I really enjoyed this one.
I had some problems with the controls at first, because I expected the platform to be rotating instead of floating. I guess I was a bit wrong there :I
After some seconds, I got the hang of it and got some quite good combos, but it seems I still fail at it as I only got a small fraction of your score. Seems like I gotta play some more

As for F4F, I don't really have a good level yet, just some random, short ones, so you don't have to review one. If you really want to F4F though, just play any, it's your choice.

Hey, I created the mini-game! I'm supposed to be good at it! XD Try to avoid getting bubble bombs into the openings, even if it means wasting some extra score bubbles. Usually there's more that come down right away anyways so you can get some pretty decent combos. Before I published the level, I had a high score of 98270 with a couple of 20x combos. However, during the creation of this level, I ended up getting the last 2-3 pins for achieving score multiplies. XD


Queued.
F4F: Surrounded (https://lbpcentral.lbp-hub.com/index.php?t=52741-Surrounded)

Is there anything else you'd like to add?


played its a fun game, really had some fun with, tho it did take some time to get use to the controls. please play me level https://lbpcentral.lbp-hub.com/index.php?t=52814-Dawn-Metropolis-%28DEMO%29

It seems like it does take a while to get used to the controls. However, I believe it's because it's a rather unique mini-game for LBP2.


Played yesterday with some friends and found it extremely interesting: The level looks cool, the controls are easy and the length is about fine. The only thing i noticed is that maybe the level is missing an increase of the difficulty over time since it felt the same all the way through. Maybe you could add a way to give bigger penalties if a mistake is made in the final part to make it more intense. Great work though.

Please return feedback to my latest shooter level : The Red Baron strikes back http://lbp.me/v/yw22sw in the related F4F thread (https://lbpcentral.lbp-hub.com/index.php?t=52800-The-Red-Baron-strikes-back).
Thanks.

There is no increase in difficulty over time. I don't believe that is necessary though. As for penalties... ehh, penalties, shmenalties. =) It could be likened to Guitar Hero, where if you keep the combo going all the way throughout without making a mistake, you can get a pretty high score. However, take too long and you'll break that combo and lose that potentially high score.

However, we'll see what happens with difficulty over time and penalties. If anyone suggests a way to implement both of these, I'll check them out.
2011-03-14 15:56:00

Author:
Unknown User


Played this the other day, and I liked it a lot. Easy to learn, but not so easy to master (as in maximizing your scoring potential). There didn't seem to be any flaws in gameplay or execution either. The only area I felt the level was underperforming in was the visuals. Though the simple wooden aesthetic suits the level quite well, some extra visual feedback when the player was doing well would intice players to return and try to improve their score. Perhaps some global tweakers attached to score sensors that activate once certain score milestones are reached or other sequenced special effects can do the trick. A day-and-night cycle can add a sense of urgency towards the end as well.

Unfortunately I haven't had the time or chance to try the multiplayer variant yet (to be honest, when I queued it, I didn't even notice there was one! a shame really, since I had a friend over who could've helped with testing...), but this game has much more potential as a versus multiplayer level. I'm not sure what the differences are at the moment, so some of these pointes may already have been implemented, but here goes anyway:

- You could make it so that the glowing orb that changes the position of the "hole" in single player affects the other player's score hole instead, thus adding an element of strategy and unpredictability if the players aren't watching what the other player is doing.
- Adding other special orbs could also spice things up a lot and make them interesting, such as a blue orb that slows or freezes the other player's pad if thrown into a score hole, or a black/burning/etc. orb that subtracts points and therefore must not be thrown into a score hole. Heck, even an orb that inverts the opponent's controls could be done. You can go wild with ideas on these, they can make the multiplayer game a lot of fun.

Anyway, good job on a fun minigame, and I'll definitely queue up the multiplayer version for when I've friends over. Cheers!

As for F4F, the level link and thread is in my signature, I'd appreciate any constructive feedback that you can provide. Thanks!
2011-03-15 16:01:00

Author:
sny
Posts: 144


Played this the other day, and I liked it a lot. Easy to learn, but not so easy to master (as in maximizing your scoring potential). There didn't seem to be any flaws in gameplay or execution either. The only area I felt the level was underperforming in was the visuals. Though the simple wooden aesthetic suits the level quite well, some extra visual feedback when the player was doing well would intice players to return and try to improve their score. Perhaps some global tweakers attached to score sensors that activate once certain score milestones are reached or other sequenced special effects can do the trick. A day-and-night cycle can add a sense of urgency towards the end as well.

Unfortunately I haven't had the time or chance to try the multiplayer variant yet (to be honest, when I queued it, I didn't even notice there was one! a shame really, since I had a friend over who could've helped with testing...), but this game has much more potential as a versus multiplayer level. I'm not sure what the differences are at the moment, so some of these pointes may already have been implemented, but here goes anyway:

- You could make it so that the glowing orb that changes the position of the "hole" in single player affects the other player's score hole instead, thus adding an element of strategy and unpredictability if the players aren't watching what the other player is doing.
- Adding other special orbs could also spice things up a lot and make them interesting, such as a blue orb that slows or freezes the other player's pad if thrown into a score hole, or a black/burning/etc. orb that subtracts points and therefore must not be thrown into a score hole. Heck, even an orb that inverts the opponent's controls could be done. You can go wild with ideas on these, they can make the multiplayer game a lot of fun.

Anyway, good job on a fun minigame, and I'll definitely queue up the multiplayer version for when I've friends over. Cheers!

As for F4F, the level link and thread is in my signature, I'd appreciate any constructive feedback that you can provide. Thanks!

I agree, I need to polish up the visuals some more. I'm considering adding "How well are you doing?" feedback, and in fact, I have been considering adding a simple grading system.

Well, both versions are multiplayer: one version is co-operative and the other is versus. Upon reviewing my first post... I realize I made a mistake in the labels. =P I should consider fixing that.

I have also considered adding power-ups as well for the versus multiplayer... though I do also want to keep the standard time trial versus as well. Maybe I could have time trial and battle modes? For the battle mode, maybe I could have these items:


Reverse - Temporarily Reverses your opponents' controls.
Swap - Switches the position of your opponents' openings.
Switch - All players switch to the next field.
Blind - Temporarily covers your opponents' fields with only the openings visible.


These could replace the fake bubbles in battle versus mode. However, I would have to figure out a way to reliably spawn them such that they are balanced.
2011-03-17 14:17:00

Author:
Unknown User


Fun, original level, the only thing i had trouble with is figuring out that the hologram on both sides is the opening.
F4F- https://lbpcentral.lbp-hub.com/index.php?t=53106-MindSmasher&p=807138#post807138
2011-03-17 17:50:00

Author:
matt54123
Posts: 38


Seems interesting enough, queued up.2011-03-18 00:40:00

Author:
Unknown User


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.