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The Red Baron strikes back

Archive: 35 posts


Here is my latest level, a top down scrolling shoot'em up for 1-2 players. The level has several features:

- 3 Separate power-ups for the planes,
- Several types of enemies (planes, choppers, aircrafts and more)
- A changing environment in the background below the planes,
- Custom health bar for the controlled planes.

With the level i tried to replicate a shooting experience similar to the old arcade shooters.

Pics:

http://ia.lbp.me/img/ft/d4a9a34d8989c68ffbd0411357d2903240a0cbc9.jpg

http://ia.lbp.me/img/ft/27a3b91945e3aa4dca8b926aaaea011213fceee5.jpg

http://i8.lbp.me/img/ft/8d8bd71936375022f61e5fdcbbb2cd633a241fd5.jpg

http://i8.lbp.me/img/ft/f485fe2af2d38a5a842518058e51c2bda2c1bc27.jpg

I need a lot of feedback to balance the level and fix potential glitches. The level is a lot more complicated than it looks so it's hard to control everything. So please try it and i'll give feedback back to whoever wants.

Thanks in advance .
http://lbp.me/v/yw22sw
2011-03-13 17:25:00

Author:
Vergil
Posts: 155


Queued
Will review in-game,
2011-03-13 22:14:00

Author:
Voganlight
Posts: 60


played it its fun but i think some things should be changed
-the gun needs to be faster
-i think its better if the enemies died be one hit
-give the bosses a health bar
over all it was a good game, please play me level https://lbpcentral.lbp-hub.com/index.php?t=52814-Dawn-Metropolis-%28DEMO%29
2011-03-13 22:27:00

Author:
wait wtf
Posts: 853


Thanks for the feedback .

Regarding the points you highlighted, a health bar for the boss is something that i guess it's needed. Regarding the firing speed and the enemy health, i'm going to wait on more feedback on that, even though having the enemies die in one hit would completely ruin the current setup of the level. As i already said the level is a lot more complicated than it looks so everything has to be planned precisely. I'll play your level as soon as i can and leave feedback.
2011-03-14 14:11:00

Author:
Vergil
Posts: 155


This is a decent start of a game. However, I'm not too big of a fan of shooters. I didn't find any bugs with the level, though I do have to nitpick a little bit.

You have pretty much the same theme throughout... However, in the first part of the mission where you're flying over the ocean, you have bullet/missile graphics that... glow. It works, though, in the second part of the mission where it turns dark. I like how much detail you gave everything, but it's hard to tell that green and red mountains with smoke coming out of them are volcanoes. Maybe you should consider adding a little more detail on them, such as lava flows and making the current red have a bit of an "explosive" look to it.

The game seemed rather slow-paced and easy. I died plenty of times, but I think losing 300 points on every death is a nice touch. The "W" power-up seemed rather underpowered compared to the other two; it was hard to aim, and it seemed like it did relatively less damage over time. In the second part of the game, there were blue auras that dealt damage to you. I didn't know they were deadly until after I died "collecting" them. I kept on getting 180 points for "picking them up." I would expect not to earn any points from going through those blue auras of death. Maybe you should consider handing out points from killing enemies with your weapons and not ramming into them?
2011-03-14 15:34:00

Author:
Unknown User


Queued it, will do F4F on this tommorow2011-03-14 20:15:00

Author:
Blanchrocker
Posts: 142


Popped by to have a look and left a some comments in-game. There's some really nice touches in there though (I rather liked the homing mines, for example). I'll be checking back on your level

Take a peek at the one in my sig if you feel like a bit of F4F
2011-03-14 22:16:00

Author:
matneee
Posts: 66


I kinda agree with the enemy health bit. they have a bit too much.. i didn't end up killing a lot of guys.

and i think it would be nice if i could shoot while also having the mine attack, i know you want me to get close, but i think it should be more of a bonus then not.

I also think you should have more of those robot guys in the secnod half.. the stationary guys weren't really mush of a threat.

and something about the plane felt floaty to me.. maybe it was that the bullets kept the x-axis momentum?? i dunno.

But I like all the planes and helis you have they all look pretty good. =D

And your bosses main attack was pretty crazy, it kept me on my toes good work.


F4F in the sig.
2011-03-14 23:21:00

Author:
fei0x
Posts: 61


Its nice ~

My comments

liked:
+good visuals
+good music choice

could be improved:
-why am i shooting lasers ? i think bullets is better
-i need to shoot faster, i can't kill enemies
-i wanted more enemies
-enemies shoot in strange directions.... like when they strafe by they do sideways shots... very odd
-i should shoot faster
-the weapon powerups are mostly not much better except M
-the blue towers are ambiguous as enemies... they should shoot at you so i know to shoot at them. I was just flying through until i hit one on accident
-did I get -3000 points for winning?
-how many ships do I have?
-was I flying in the bermuda triangle? how come all the sudden im shooting aliens


Overall:
I liked it and I think when you implement changes, it will be great.


F4F:
Can you check out my sig? Even if you've played it, try again - I have made many changes!
2011-03-15 04:10:00

Author:
Unknown User


Woah a lot of Feedback while i was away thanks a lot !

I must admit that some of the problems you guys highlighted where already in my mind as potential problems so i definitely plan to:

- Change the final part of the level updating the blue enemies and adding more enemy variation,
- Change the green power-up into something more effective using one of the two power-ups i created but didn't put on the level,
- Add a health bar to the boss (The boss has quite some health so showing how close you are to winning can help),
- Tweak the shooting a bit to fix the floaty effect and increasing the speed a bit.

Regarding the overall slow pace of the level this is a bit of a troublesome matter: in my level i try to plan precisely everything, and changing the health of the enemies would force me to change also the speed of the enemies, their numbers and position. Due to the way my level is created this means that i have to pretty much redo my level from scratch. So i'll try to find a way to tweak a bit but the overall pace will still be on the slow side, since it's actually more effective for me to create later a different level with the same tech but with a far faster pace.

I'll play your levels later today and work on upgrading my level in the weekend. Thanks again everybody
2011-03-15 14:42:00

Author:
Vergil
Posts: 155


Returned feedback to wait wtf, matneee, unskilled and fei0x and i'm willing to do more feedback exchange, so keep on giving me feedback on my level .2011-03-16 10:08:00

Author:
Vergil
Posts: 155


Alright, I'm going to write this review without reading any of the others, so I'm sure some of these points have been mentioned before.

firstly, this was my favorite type of game as a kid, although my favorite was Lifeforce, which alternated between side scrolling and vertical scrolling with each stage. I love the concept, and the execution isn't bad at all.

Things I would change.
1. List the power-up names in your opening menu instead of just the letter. "M" and "W" I understood, but I'm not sure what the "C" stands for
2. Give power-ups as a reward for finishing off a string of enemies (4 or 8) instead of just leaving them scattered throughout the stage.
3. Don't take power-ups away over time. Keeping the one you really like, or having to decide what is best for the situation would be nice. If power-ups aren't taken away over time it might require the player taking less hits before they're destroyed.
4. make "W" and "C" stronger attacks rather than just wider or homing. I found that both fired slower than the standard weapon yet the enemies took just as many hits leaving me wanting the original gun anyway so I could kill the enemies before they left the screen.
5. Life bar for the sub and final bosses. While not necessary it would give an idea of how much longer you need to endure the barrage of incoming fire.

It took me a second to get used to the fact that the enemies took multiple hits before being destroyed, but since it takes more than one hit to kill the player I completely understood, and it was a pretty decent balance. All in all this was a really well made level, and it was totally deserving of the smile and heart that I gave it.

Oh, and I got first place.
2011-03-16 10:10:00

Author:
Rottinghouse
Posts: 143


F4F
Hi, played your level earlier, thought it was very good. I loved the changing scenery below the plane, very cool, and the enemies attacks were varied as well which adds to the challenge. I didnt really like it when it turned to night, it lost its nice scenery, perhaps change it to something else, say a desert or snowy mountains, oh perhaps you should add sfx 'propellor engine' to the plane as well. I rated your level 'yay' and <3 well done, i really enjoyed it
If you could leave FEEDBACK on my movie level 'The Machiniac' in my sig. thanks
2011-03-16 15:07:00

Author:
Blanchrocker
Posts: 142


Thanks for the feedback . I'm already planning to change the powerups a bit to make them stronger, and i'm also going to add a health bar for the final boss. Regarding the proposal to give the powerups after killing a streak of enemies, i already thought of doing that but i was afraid some players would fail to trigger the powerups and never see them. I'm also using them to balance the level a bit. The powerups are also time limited for balance purpose, even though i'll upgrade two of them to make them more useful.

Thanks again
2011-03-16 23:21:00

Author:
Vergil
Posts: 155


Returned feedback to Blanchrocker. Almost done with the updates. I'm also going to add another powerup in one of the next updates, i just need to be sure that everything works fine. 2011-03-17 10:42:00

Author:
Vergil
Posts: 155


Great! I did think the powerups needed to be stronger, and also that maybe it got too dark near to the end.
Liked the boss, had to do some serious dodging although without a lives system no need to worry about dying. Are you thinking about adding a Game over after certain amount of deaths? (that would make it more worrying!)

F4F is the first level in my sig thanks! pls leave feedback on forum.
2011-03-17 13:40:00

Author:
FriedGoat
Posts: 102


A cool refreshing game. I do think it should be easier to kill the planes in the beginning tho. Something that would be a nice addition would be tilt control for the plane.2011-03-17 16:26:00

Author:
matt54123
Posts: 38


Thanks for trying it .

FriedGoat:
I'm already upgrading my level, today i updated the final part with more threatening enemies and i'm going to update the powerups in the next days. Regarding the lives, i decided to give unlimited lives so that everybody can get through the full level, because i believe that the enemy variety is one of the strong points of my level, and some enemies only appear towards the end. I also like the day-night switch with the change of music. It would be a shame if people played my level without seeing all it has to offer.
I'll play your level tomorrow and then post in your thread .

matt54123:
I'm also looking to make the first part more fast paced. What do you mean exactly when you talk about tilt control for the plane?
2011-03-17 19:22:00

Author:
Vergil
Posts: 155


Returned feedback to everybody in the topic, but i will do more exchange if people want .2011-03-18 19:41:00

Author:
Vergil
Posts: 155


He probably means hooking the steering up with the sixaxis controls instead of (or maybe along with) the left stick. Wouldn't be so bad as long as the stick was left dominant.2011-03-18 20:27:00

Author:
Rottinghouse
Posts: 143


He probably means hooking the steering up with the sixaxis controls instead of (or maybe along with) the left stick. Wouldn't be so bad as long as the stick was left dominant.
Never thought of doing that, i guess i'll experiment a little. I finished updating the final part of the level, turning the blue enemies into turret-like enemies that aim at the Baron ahd shoot blue lasers, i also changed the enemy placement a bit and updated the final boss with a health bar and tweaked health and attack pattern. Now i'm going to focus on modifying the power-ups and try to change the first part of the level into something more fast-paced.
2011-03-19 13:48:00

Author:
Vergil
Posts: 155


I finished a first round of updates: after updating the final part of the level i have increased the rate of fire of both the wave and homing powerups, and i've also increased the range of the homing one. Now they should be a lot more effective. I've added a small sound effects to the planes to increase the immersion. I also updated the midboss creating two separate version with different health for 1 and 2 players, and i also increased the points given. Now maybe somebody can beat my top score . I won't be able to focus on creating for a few days so the level will stay as it is now for a while, even though i'll use any future feedback to keep on improving it .2011-03-22 10:17:00

Author:
Vergil
Posts: 155


Returning F4F.
I loved this level. It looks cool, plays nice etc. The only thing I am having a problem with is the fact that you shoot so slow, but maybe thats part of it.
Great level! Good job.
2011-03-22 18:19:00

Author:
Caveman
Posts: 22


Thanks for trying it

The slow pace is actually something i planned from the beginning, and i tried to balace the shooting speed with the enemies' health, speed and numbers.
I'm happy you liked it
2011-03-23 15:20:00

Author:
Vergil
Posts: 155


i queue your level i will leave a in game review2011-03-23 22:28:00

Author:
KRX
Posts: 110


Thanks for trying it 2011-03-25 12:17:00

Author:
Vergil
Posts: 155


I'm extremely busy lately and i'm afraid i'll only be able to do minor changes to this level from now on
I can't even start a new level

Thanks everybody for giving me all this feedback for this level, hope i'll get as much on my eventual next one , hopefully it won't be too far in the future...........
2011-03-29 11:56:00

Author:
Vergil
Posts: 155


I managed to do another final update to the level by changing the enemy sequence in the beginning to make it more intense and fast paced, i also tweaked the mid-boss a bit to fix a couple of minor issues. I've decided this is the last update to the level unless some bugs are discovered . From now on i'll spend all the time i can dedicate to LBP2 to create my latest level, a project with a lot of Henshin .2011-04-01 14:55:00

Author:
Vergil
Posts: 155


Awesome! I love shooters! Gonna play this right away!

F4F is in my sig. Gonna give you a review and gameplay tips (if you need any) after I played!

EDIT: Very nice game, although it the pacing of it all seems too slow.

-Enemies fly too slow, bullets are too slow. Could you speed them up a bit?

-When I want to move my ship I cant make tiny adjudgements. It only moves when I push a little farther and doesn;t seem to stop when I let go of my left stick.

-When I tap R1 no bullets come out. I take beacuse you use a emitter which fires ever 0,5 seconds or so. If you make a looping seqencer with the emitter on it, which resets when the R1 button is not pressed you can make so when I tap the button bullets always fly out of the gunship. This also give player the option to fire faster if they choose to tap.

-kinda bummed the powerups dont say on, but that purely a gameplay choice. Would like to know when I loose them though, maybe make a timer on the bottom of the screen?

-the red homing bullets dont home when something is on the other side of the screen. Maybe make them just go up when they cant find an enemy?

-how about creating a charged shot?

-it would be nice if I had to dodge some scenery too. Maybe place some asteroids in the space bit of big ships that pass from left to right?

-The bosses could use some more (random) attacks. How about making them charge at the player, shoot different kind of bullets that kind of stuff?

All in all, a nice attempt and close to a heart. Can't wait for the next level!

EDIT: just saw your post right above. I am dissapoint
2011-04-01 15:13:00

Author:
Alphagaia
Posts: 64


Awesome! I love shooters! Gonna play this right away!

F4F is in my sig. Gonna give you a review and gameplay tips (if you need any) after I played!

EDIT: Very nice game, although it the pacing of it all seems too slow.

-Enemies fly too slow, bullets are too slow. Could you speed them up a bit?

-When I want to move my ship I cant make tiny adjudgements. It only moves when I push a little farther and doesn;t seem to stop when I let go of my left stick.

-When I tap R1 no bullets come out. I take beacuse you use a emitter which fires ever 0,5 seconds or so. If you make a looping seqencer with the emitter on it, which resets when the R1 button is not pressed you can make so when I tap the button bullets always fly out of the gunship. This also give player the option to fire faster if they choose to tap.

-kinda bummed the powerups dont say on, but that purely a gameplay choice. Would like to know when I loose them though, maybe make a timer on the bottom of the screen?

-the red homing bullets dont home when something is on the other side of the screen. Maybe make them just go up when they cant find an enemy?

-how about creating a charged shot?

-it would be nice if I had to dodge some scenery too. Maybe place some asteroids in the space bit of big ships that pass from left to right?

-The bosses could use some more (random) attacks. How about making them charge at the player, shoot different kind of bullets that kind of stuff?

All in all, a nice attempt and close to a heart. Can't wait for the next level!

EDIT: just saw your post right above. I am dissapoint

Well first off let me say that i noticed your level a couple of hours ago and i was already planning to play it .

Regarding the points you noticed:

- The slow pace is something i choose to do from the beginning: I can't just change the speed because then i have to rebalance the health and the number of the enemies, and i also have to redo the sequence of enemies to match the higher number. Due to the way the level is created this means redoing the entire level from scratch , so i'm not going to do it now.

- Keeping the R1 pressed is something i wanted to do from the beginning as well instead of pressing it over and over. I believe that pressing the same button 500 times in a single level could be a bit annoying.

-The red mines stand still because in this way the can aim instantly at the next enemies which comes inside the field.

-Regarding the power shot, i actually have two unused powerups in my moon. The problem is that i feared that some powerups would go unnoticed if i used too many of them. Now each one is used 3 times.

- You're asteroid idea is nice but... there is no space segment It's just night time with different enemies and background scenery.

- For the boss i believe that giving him a bigger pattern would lead to a too long boss fight.

I'm sorry you're disappoint but i plan on making a new space themed level with the same tech and faster enemies, bullets, different powerups and scenery. All your suggestion will definitely be extremely useful in the future :<3.

This level is going to wait because in the last couple of days i managed to come up with the basis of something more.......
viewtiful
2011-04-01 16:03:00

Author:
Vergil
Posts: 155


Yeah, I can understand speeding it up might lead to some building problems.

I'm currently building a R-type level with emitted enemies and a fully funtional force and it's fun to figure it al out. It will be my first shooter in space, so it wont be finieshed anytime soon.

You misunderstood on my R1 story, though. I prefer auto AND tap shooting. Using a seqencer will provide both options: Kepping R1 pressed will loop the sequenver meaning you will shoot at the rate you set. Pressing R1 will fire a bullet and making it reset the sequencer so this can be repated if you tap. Catch my drift? I used it in my Conra level, so you try holding and tapping R1 once you get around to play it
2011-04-01 16:17:00

Author:
Alphagaia
Posts: 64


Yeah, I can understand speeding it up might lead to some building problems.

I'm currently building a R-type level with emitted enemies and a fully funtional force and it's fun to figure it al out. It will be my first shooter in space, so it wont be finieshed anytime soon.

You misunderstood on my R1 story, though. I prefer auto AND tap shooting. Using a seqencer will provide both options: Kepping R1 pressed will loop the sequenver meaning you will shoot at the rate you set. Pressing R1 will fire a bullet and making it reset the sequencer so this can be repated if you tap. Catch my drift? I used it in my Conra level, so you try holding and tapping R1 once you get around to play it

Ah sorry for not reading carefully I tried your system in your level and it is obviously a lot more effective thanks .
2011-04-02 16:04:00

Author:
Vergil
Posts: 155


Haha! Very good! Brings me back to the old arcade, but at the same time it reminded me of how bad I was at those bullet/laser dodgeathons!

What I REALLY like is that you avoid going all holo as is the case with the abundant amount of retro shooters that are spewed out in the community nowadays!

One way to tell that I had a good time is that I actually yelled out ****** numerous times while fighting the last boss.

F4F: https://lbpcentral.lbp-hub.com/index.php?t=49447-Secrets-of-Science-Chapter-1-No-Time-to-Lose
2011-04-03 12:11:00

Author:
Discosmurf
Posts: 210


Very nice level. It's like an old-school shooter game.

VISUALS:
The islands, ships, and attacks are well made and well decorated. The lighting change in the final half of the level is unique too. I think the opening title could use more visuals.

SOUND:
The interactive musics in this level are great, and the sound effects of the lasers are nicely varied.

GAMEPLAY:
The controls are well put in this level. The power ups are really cool too. It is also quite challenging when going against the two bosses.

OVERALL:
It's a really good shooter level. A yeah vote and a heart.

F4F "Cybernetic Adventures Beta"
2011-04-05 22:36:00

Author:
JustinArt
Posts: 1314


Thanks for trying it

I already returned feedback to DIscosmurf while i'll play JustinArt level either today or tomorrow
2011-04-06 10:17:00

Author:
Vergil
Posts: 155


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