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Sackometry Wars Evolution

Archive: 17 posts


My newest level features support for 1-4 players, improved AI and all-new graphics. It's a huge step up from my last effort, and I hope you guys enjoy it

http://i850.photobucket.com/albums/ab64/Bovrillor/LBP/APhoto_2.jpg

http://i850.photobucket.com/albums/ab64/Bovrillor/LBP/APhoto_1.jpg

http://i850.photobucket.com/albums/ab64/Bovrillor/LBP/APhoto_3.jpg

I'm struggling to get the level badge to display properly, sorry about that. The stickers in LBP2 are completely borked Any advice on this would be appreciated. edit: OK, slight improvement, though it's still not great. Doesn't seem to have updated here, either. Ah well.

I'll play and provide feedback based on the feedback left here, or in-game. Entirely up to you

Thanks for looking!
Bovrillor
http://lbp.me/v/yxz4y1
2011-03-13 23:07:00

Author:
Bovrillor
Posts: 309


The screenshots really don't do it justice, there's quite a few enemy types with some interesting AI, and the controls are really fine-tuned.2011-03-14 16:58:00

Author:
Bovrillor
Posts: 309


I think this is an excellent shooter!

+graphics
+enemies
+good music choice
+upgrades~
+background
+easy to get into and understand


My only minus is I wasn't sure I lost a ship except some boop sound. It didn't really put me in that mood of "Oh no!"
2011-03-15 16:41:00

Author:
Unknown User


Hmm, shall Q this for later methinks...

Besides - I'm fairly sure you 'd my latest, so it'd be mean of me not to
2011-03-15 16:52:00

Author:
matneee
Posts: 66


My only minus is I wasn't sure I lost a ship except some boop sound. It didn't really put me in that mood of "Oh no!"

Thankyou for the kind words - and this is exactly the kind of constructive criticism that really helps when creating something.

Changelog
*I have implemented a visual indicator to make it more obvious when you've been damaged.
*I've also reduced the evasion skills of the green enemies, as apparently they were too frustrating for some folks
*Bullets now emit closer to the player ship (they actually did before, it was just an LBP bug making it appear otherwise)

Changes are now live
2011-03-15 20:21:00

Author:
Bovrillor
Posts: 309


Speaking of visual indicators, was there a visual or audio indicator for when you achieve the power-up? I can't remember.

Anyway, nice work on this! I thought the enemies had a good balance of being passively aggressive. They kind of want to approach you, but not too close and not all at the same time, which would have made things impossible. It has just the right balance imo.

The tile behind the player is always highlighted. This is an aesthetic effect, right? I kept trying to figure out if it meant something.
2011-03-15 21:53:00

Author:
zabel99
Posts: 179


oh man just checked out your level, it's pretty awesome (got first ^^d)

I love your enemy types so cool, I only got to see the purple guy once out of my 3 plays though so I wasn't sure what he did.

anyways, I do have some feedback.
the first is that it wasn't till the 3rd round that I realized that i didn't have to dodge the explosions, i was suspicious earlier but wasn't sure... have you considered making the colors more faded? or a different color then the enemy? I wonder if anybody else was 'needlessly' dodging.
the other thing which kind of annoyed me was that I died about half the time because I was near the edge and an enemy spawned right behind me (along the same edge) and I had no time to react... I wonder if you could use a player sensor on the spawning enemy or something to not spawn if your next to the edge.

Otherwise the look is great, the effects are great, the length is great, the enemies are all excellent, i found myself constantly on the move (which many other shooters don't do) and had a blast to the end.

great work!

I hope you'll take the time to give my level a run. F4F in the sig.
2011-03-15 23:48:00

Author:
fei0x
Posts: 61


Speaking of visual indicators, was there a visual or audio indicator for when you achieve the power-up? I can't remember.

Anyway, nice work on this! I thought the enemies had a good balance of being passively aggressive. They kind of want to approach you, but not too close and not all at the same time, which would have made things impossible. It has just the right balance imo.

The tile behind the player is always highlighted. This is an aesthetic effect, right? I kept trying to figure out if it meant something.

Yes it's just a visual thing, I figured it might help people keep track of their character in a hectic multiplayer game. I've yet to actually try this out, though. Oh yes, the powerup does need a soundfx, thanks for the reminder Funny, I did that in the previous level and forgot this time. So much to do!


oh man just checked out your level, it's pretty awesome (got first ^^d)

I love your enemy types so cool, I only got to see the purple guy once out of my 3 plays though so I wasn't sure what he did.

anyways, I do have some feedback.
the first is that it wasn't till the 3rd round that I realized that i didn't have to dodge the explosions, i was suspicious earlier but wasn't sure... have you considered making the colors more faded? or a different color then the enemy? I wonder if anybody else was 'needlessly' dodging.
the other thing which kind of annoyed me was that I died about half the time because I was near the edge and an enemy spawned right behind me (along the same edge) and I had no time to react... I wonder if you could use a player sensor on the spawning enemy or something to not spawn if your next to the edge.

Otherwise the look is great, the effects are great, the length is great, the enemies are all excellent, i found myself constantly on the move (which many other shooters don't do) and had a blast to the end.

great work!

I hope you'll take the time to give my level a run. F4F in the sig.

Thanks for the input, and I'm glad you enjoyed it

I did wonder if people would try to dodge the explosions, I guess I assumed they'd figure it out soon enough. The trouble with fading holo is it can turn black in certain circumstances and look crummy. I'll have a think about this *ponder* Likewise I'm not sure what to do about the perimeter spawning - disabling emitters is something I'd like to avoid if possible since it could get a bit 'cheaty' lol. But I shall attempt to improve both of these features

Have left feedback for both of you in-game
2011-03-16 01:29:00

Author:
Bovrillor
Posts: 309


i wouldn't worry too much about the explosions. I played it a bunch more, I'm really enjoying it. I think it's better than that MM picked shooter.

Another thing though. if you decide to make a title screen please make the control scheme available somewhere else and lose the on screen controls, cause I've died under them twice now xD

Oh and I'm starting to learn tactics. I've noticed you can sweep the green guys.. you've probably noticed this too, like just start shooting straight across parellel to the wall and then they all get squished against the wall and BAM... it's cool.
I also think spinning fast when you have the upgrade is a good move.. haven't perfected it yet though.
Purple is also pretty good at distracting you.

You're level is well done. =D
2011-03-16 04:16:00

Author:
fei0x
Posts: 61


one last idea, maybe at 5000 add another upgrade of like 1 or two shots out the back, that way i can get more awesome , without becoming godly. (since you wont really be paying attention to where those bullets go but you'll still be doing more damage. Just an idea.2011-03-16 04:31:00

Author:
fei0x
Posts: 61


What can I say? This was a well built level, and didn't give me the feeling that I was playing LBP. Not every stage on LBP is able to let me forget that it's a level built from a platforming game, but this one did the trick. I gave it a smile, but didn't heart it only because I don't see myself going back to play it any time soon. That's nothing against you, I just never got into this type of game. The only thing I would change is a bigger visual effect when you take a hit, and maybe a music change when you have one life left, other than that, great build.2011-03-16 10:20:00

Author:
Rottinghouse
Posts: 143


Hi Bovrillor.

Umm.....ok, If if honest (And worried that you will take offense to this) I played a similar level to this the other day 'clove space' if i remember rightly, and erm.....well.....their level was a bit more varied and dare I say, more fun.
K, so, I'm not here to rip your game to bits, will try and list the issues I had with out comparisons.
I found it pretty **** hard just to get to the first power up, how many more are there? Have you thought about making loads of different power ups that can be collected so players can choose what kind of fire power they want? You know, the usual, guns, or lasers, heat seekers of twin fire, upgradeable fire power would be nice too. I was always a fan of getting massive power ups in my old 'Amiga' days, and would have loved to have seen a bit of that on your level. I got a little tired of trying to just shoot things on screen, with the feeling that I wasn't being rewarded for my 'lame' attempts at staying alive
The enemies move too fast for my liking, and change directions very randomly, slowing them all down would maybe add a longer game for people like me who are pretty **** rubbish at gaming

Now you can't please all the people all the time, and I'm the odd one out here so far by being pretty **** negative about your level....I personally much prefer criticisms to praise but if what I have said has upset you in any way, remember, its just MY opinion, and every ones different

If you could F4F my level House of the flying diggers BOSS FIGHT, I'd appreciate it Bovrillor.
2011-03-16 15:07:00

Author:
Shade_seeker
Posts: 328


Finally found time to give it a proper play. By and large it's very good - the ship is responsive, the action fluid and fast without being unfairly aggressive. As far as twin-stick endurance shooters go, this has pretty much nailed it.
A few minor suggestions;
There's a lag in the ship turning to face the right way when you change direction. This isn't a gameplay problem as being a twin-stick shooter you can aaim in any direction anyway, but as the ship has a "front", it's a little aesthetically jarring. Maybe either tighten up the turning, or design a ship without a front?
The font maybe looks a little too handmade when compared to the slick presentation of the rest of the game. Which isn't to say it's a bad font - it isn't - but there are probably more suitable ones out there. This is really just personal taste, of course - loads of other people may disagree with me.
I find the explosions spread out a little too wide for my tastes - it can make the screen seem a little busy at times. For my money, the amount of enemies on there make you feel like the game is doing a lot already, so less may be more in this case. I think I might have prefered a slightly cleaner playing space to concentrate on the core mechanics.
I'd like a life-meter, please. Pretty please? Maybe you could fit a small one in the score-corner so it doesn't alter the cleanness of the play area.

Anyway, hope that's of some help - sorry it took me so long to get back to you.
2011-03-18 20:40:00

Author:
matneee
Posts: 66


i wouldn't worry too much about the explosions. I played it a bunch more, I'm really enjoying it. I think it's better than that MM picked shooter.

Another thing though. if you decide to make a title screen please make the control scheme available somewhere else and lose the on screen controls, cause I've died under them twice now xD

Oh and I'm starting to learn tactics. I've noticed you can sweep the green guys.. you've probably noticed this too, like just start shooting straight across parellel to the wall and then they all get squished against the wall and BAM... it's cool.
I also think spinning fast when you have the upgrade is a good move.. haven't perfected it yet though.
Purple is also pretty good at distracting you.

You're level is well done. =D

I'll see what I can do about the on-screen controls thing. The 'sweeping' tactic you mention is a big part of Geometry Wars, the game on which this is based - so I'm glad that became apparent


What can I say? This was a well built level, and didn't give me the feeling that I was playing LBP. Not every stage on LBP is able to let me forget that it's a level built from a platforming game, but this one did the trick. I gave it a smile, but didn't heart it only because I don't see myself going back to play it any time soon. That's nothing against you, I just never got into this type of game. The only thing I would change is a bigger visual effect when you take a hit, and maybe a music change when you have one life left, other than that, great build.

Bigger visual effect added, and I'll see about the music thing. Thanks for looking


Hi Bovrillor.

Umm.....ok, If if honest (And worried that you will take offense to this) I played a similar level to this the other day 'clove space' if i remember rightly, and erm.....well.....their level was a bit more varied and dare I say, more fun.
K, so, I'm not here to rip your game to bits, will try and list the issues I had with out comparisons.
I found it pretty **** hard just to get to the first power up, how many more are there? Have you thought about making loads of different power ups that can be collected so players can choose what kind of fire power they want? You know, the usual, guns, or lasers, heat seekers of twin fire, upgradeable fire power would be nice too. I was always a fan of getting massive power ups in my old 'Amiga' days, and would have loved to have seen a bit of that on your level. I got a little tired of trying to just shoot things on screen, with the feeling that I wasn't being rewarded for my 'lame' attempts at staying alive
The enemies move too fast for my liking, and change directions very randomly, slowing them all down would maybe add a longer game for people like me who are pretty **** rubbish at gaming

Now you can't please all the people all the time, and I'm the odd one out here so far by being pretty **** negative about your level....I personally much prefer criticisms to praise but if what I have said has upset you in any way, remember, its just MY opinion, and every ones different

If you could F4F my level House of the flying diggers BOSS FIGHT, I'd appreciate it Bovrillor.

No offence taken, I think LBPC is the best place to get these things out in the open (rather than the game's internal review board which I generaly reserve for positive comments and 'final' reviews) - Your suggestions regarding powerups are noted, I do actually have a more 'traditional' shooter level in the works which will incorporate that kind of thing. Multiple weapon types aren't really part of the GeoWars ethos, but I do want to add more upgrades to this one - and will do so!

The difficulty I can't win with lol, I have loads of people telling me it needs to be harder while others struggle to get the powerup. Practice is the key, GeoWars is supposed to be hard

Will F4F tonight


Finally found time to give it a proper play. By and large it's very good - the ship is responsive, the action fluid and fast without being unfairly aggressive. As far as twin-stick endurance shooters go, this has pretty much nailed it.
A few minor suggestions;
There's a lag in the ship turning to face the right way when you change direction. This isn't a gameplay problem as being a twin-stick shooter you can aaim in any direction anyway, but as the ship has a "front", it's a little aesthetically jarring. Maybe either tighten up the turning, or design a ship without a front?
The font maybe looks a little too handmade when compared to the slick presentation of the rest of the game. Which isn't to say it's a bad font - it isn't - but there are probably more suitable ones out there. This is really just personal taste, of course - loads of other people may disagree with me.
I find the explosions spread out a little too wide for my tastes - it can make the screen seem a little busy at times. For my money, the amount of enemies on there make you feel like the game is doing a lot already, so less may be more in this case. I think I might have prefered a slightly cleaner playing space to concentrate on the core mechanics.
I'd like a life-meter, please. Pretty please? Maybe you could fit a small one in the score-corner so it doesn't alter the cleanness of the play area.

Anyway, hope that's of some help - sorry it took me so long to get back to you.

Great ideas, most of which will be implemented As for the 'busy screen' - this was intentional, since it was a 'feature' of the original game too... I will continue to balance the graphics against the gameplay, though, as I think a better middle ground can be found

Thanks to everyone for the feedback, it's all very much appreciated. F4F coming tonight where appropriate.

If anyone's played this in multiplayer yet, I'd love to hear about it. I've not been able to test it, and one of the reviews mentions it 'not working' - I'm eager to know if this is actually the case!
2011-03-19 15:32:00

Author:
Bovrillor
Posts: 309


Looks great!

http://grabswitch.files.wordpress.com/2011/02/queued.png
2011-03-19 15:42:00

Author:
TehUberZac
Posts: 587


I hate geometry, so i really enjoyed killing those shapes. The level had great, solid gameplay and the enemies had a good variance. I think that power-ups or extra lives after a certain number of points would be great also.2011-03-19 15:49:00

Author:
matt54123
Posts: 38


Just to say that it continues to be updated, and I've left feedback for everyone Happy gadding!2011-04-02 14:03:00

Author:
Bovrillor
Posts: 309


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