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Perspicuum: Prologue

Archive: 8 posts


I'm finding it really hard to get plays on my levels. Almost all of the feedback has been good, as well.

I was wandering if I could have any tips or pointers on getting people to play my level. I was also hoping for a bit of feedback on this level.
http://lbp.me/v/yk8v5y
2011-03-13 18:20:00

Author:
crumbleshake
Posts: 6


How to get people to play a level? I have no idea...other than the shameless obvious ones. We're all struggling with that. (most of us, I think)

Nice job on the level! I died a fair amount getting past the first part. Some of those deaths were due to my own projectiles. The premise of the story is intriguing and I genuinely wanted to know what happens next. The retro arcade fight was nifty.

In the second part, right to the left of where I got the pink shooter, I fell down to the bottom of the create space and had to suicide to get back. However, I wasn't able to reproduce the problem after that.

I got stuck in this level. Is it even complete? (If it isn't complete, you shouldn't be level-linking to it)
2011-03-15 21:38:00

Author:
zabel99
Posts: 179


Even doing a couple weeks of quality Feedback 4 Feedback (https://lbpcentral.lbp-hub.com/index.php?t=7962-Feedback-For-Feedback&p=131656#post131656) and having an outstanding level (http://lbp.me/v/x245p3) to back you up, won't guarantee more than 20 plays. Which is kinda sad, but to be expected in the older, "seen it all, done it all" communities surrounding any creative endeavor. The old artist mantra of "create for yourself" is a useful fuel for the midnight oil, but people naturally crave recognition for their efforts (and many famous artists were shameless self promoters despite their protestations of cream rising and whatnot). Oh, oops: I meant to leave a platitude along the lines of "If you build it, they will come", but c'est la vie.2011-03-15 22:53:00

Author:
Kanada Ten
Posts: 87


Include pictures, make an interesting patch (the level's name is rarely interesting enough on its own!), and describe the gameplay. Is it a platformer or yet another two-stick shooter or a bottom-up sea voyage? Is it for ADD children or hardcore gamers who scoff at the low difficulty of Battletoads? Provide information and use fun-sounding words like "extreme", "definitive", and "defenestration". Make people curious!2011-03-16 03:17:00

Author:
Loius
Posts: 342


Thanks for the feedback and tips.

I've got an idea for a new patch which I'll make next time I have access to the PS3.

@zabel
The one I linked to was a prototype or demo type thing for the next one that got me a lot of good advice which I'm using for the actual thing. I'll go back and fix it and remove the link.

It's annoying, the lack of plays, because I'd prefer not to be a self promoter and praise myself. I'd prefer to have the level speak for itself which I understand is difficult when the first thing people judge it on is the name and patch..

At any rate, I'll be updating this with all the suggestions very soon. Thanks.
2011-03-17 17:36:00

Author:
crumbleshake
Posts: 6


The Prologue is pretty good. A few neat puzzles here and there. Great idea use of the creatinator. The part where you have to fight off the police ships needs a rework, at some point. It just doesn't have the quality of the first and final parts. Aboard the Perspicuum is pretty cool. Love the dour AI. A little easy, but on the relaxing side, not tedious. The ship's a tad clean for an old abandoned hideaway, but eh. Obviously, it's short, it's a prototype. Definitely needs some Zero-G keycard action, and a crazy chase scene - maybe the cleaning bots that are keeping the place so spotless go nuts with all the dirt I'm tracking around? Anyway, you're going in the right direction with it.2011-03-20 18:24:00

Author:
Kanada Ten
Posts: 87


Kanada Ten: Well, it's broken into the 40's now, probably thanks to your plug! Thanks for playing my other levels as well. I need to get around to updating them for LBP2.2011-03-20 20:24:00

Author:
zabel99
Posts: 179


The Prologue is pretty good. A few neat puzzles here and there. Great idea use of the creatinator. The part where you have to fight off the police ships needs a rework, at some point. It just doesn't have the quality of the first and final parts. Aboard the Perspicuum is pretty cool. Love the dour AI. A little easy, but on the relaxing side, not tedious. The ship's a tad clean for an old abandoned hideaway, but eh. Obviously, it's short, it's a prototype. Definitely needs some Zero-G keycard action, and a crazy chase scene - maybe the cleaning bots that are keeping the place so spotless go nuts with all the dirt I'm tracking around? Anyway, you're going in the right direction with it.

Yeah, the keycard system has been reworked to bits for the final one. Plus, there are more, harder puzzles and the whole thing is better introduced. My plan as for enemies is that the AI realizes that you were a fugitive and he drops you into the waste disposal area from which you have to fight off a bunch of security bots in order to get to his core computer and make him forget. I'm also going to go into detail about why you were in prison, as well. The idea at the moment is that you were framed and I might tell that in a dream sequence when, at some point, you'll be put into stasis.
I don't like how little plays there are in comparison with how much I've thought about the future story line...

It's clean because the ship would have a load of cleaning bots and there would be nothing to create dust.

I did think of doing something else with the police. I'm going to lengthen it or change it completely at some point. At the time, I was just looking for filler as it was too short but the intended story for the prologue was wrapped up.
2011-03-21 20:36:00

Author:
crumbleshake
Posts: 6


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