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A Clone of my Own - Part One Complete!

Archive: 33 posts


I posted a while back when this was in Beta but now (after 30+ hrs effort) the first part is all ready to play. Yey!

The premise is that you have too much work to do in your office, so you apply to be in a Professor's cloning test to gain a copy of yourself. The test consists of various puzzles to see if you can work with your clone. Hope it makes sense - the intro should clear things up. If you love Sackbots, this should provide an interesting twist on them.

Tried to make a good mix of cinematics, platforming and puzzles.

SINGLE PLAYER ONLY!

Happy to F4F. Pics:

http://i5.lbp.me/img/ft/915f4e339ad4c0cf7ac280082e759d7df44d30f5.jpg
http://i8.lbp.me/img/ft/04835122d5d45115e72d6c2f11e85233bc3f70be.jpg
http://i4.lbp.me/img/ft/05472458bad42b04e8a9eea85abca761d9ce6c32.jpg

http://lbp.me/v/yzx515
http://lbp.me/v/yzx515
2011-03-21 12:30:00

Author:
faulky
Posts: 80


Looks like we're working with similar ideas. Maybe not very similar, but slightly. I'll add your level to my Queue -- looks like you've put more time into your level than I have into mine at this point. And if your screeshots are any indication, your level is much prettier than mine. I need to work on that. I should get some screenshots of mine, I suppose. I've never done that before -- hope I can figure it out. (I feel really Noob at this point... but I've been working with LBP creation off and on for years... just not obsessively enough to feel like one of the "real creators" )

Oh, BTW, I'm working on Sackbot Programming Puzzles (https://lbpcentral.lbp-hub.com/index.php?t=53427-Sackbot-Programming-Puzzles).
2011-03-21 13:48:00

Author:
Unknown User


Thanks for queueing. Let me know how it goes.


Oh, BTW, I'm working on Sackbot Programming Puzzles (https://lbpcentral.lbp-hub.com/index.php?t=53427-Sackbot-Programming-Puzzles).

I'm queueing yours now. Will feedback in the next day or two if that's cool. If you need any advice on sackbot logic feel free to msg me on PSN (faulky) or here.

For screenshots, take a pic in LBP then upload it via the popit. Then go to LBP.me and find the photo. Click on the photo until it's just the photo, no details. Copy the URL and paste it in after clicking the tree picture icon here on LBPCentral.
2011-03-21 14:15:00

Author:
faulky
Posts: 80


[sorry about my english]

Good level with some good puzzles ! Really enjoyed the one with the mini-clone and the grappin-hook.
I didn't encoutered bugs or blocking issues while playing, everything was smooth and difficulty was well balanced. The clone behaviour is ok, the only sequence where I have some issue is the one with the "balancing platforms" (don't know how to say that in english, hope it's ok). He fell and didn't try to jump at the end of the platform, while I thought he will.

The story is ok, the twist was cool.

Overall, great level, I particullary love the puzzle aspect of it

Feel free to try my level in my sig, even if it's not as polished as yours.
2011-03-22 10:44:00

Author:
Slurm
Posts: 262


Thanks very much, Slurm. I have had it where the clone refused to jump a few times in that section but can't work out why. Eventually he gets the idea. I'll take another look.

I've queued your Doctor Who level. Will feedback when I get a chance over the next couple of days.
2011-03-22 11:15:00

Author:
faulky
Posts: 80


Little me was definitely the best part, but it was pretty fun throughout.2011-03-22 15:53:00

Author:
Kanada Ten
Posts: 87


Thanks for the feedback, Kanada Ten. Any F4F for you in return?2011-03-22 19:48:00

Author:
faulky
Posts: 80


Based on the level description, this sounds like it's similar to one of the story mode's side levels, lol. That piques my interest, so I just queued your level and will review it later tonight. By the way, do you think you could give me some feedback on a level me and my crew have been working on for some time? http://lbp.me/v/y4n7x0

The F4F thread link: https://lbpcentral.lbp-hub.com/index.php?t=53375-The-Missing-Piece-Part-1
2011-03-22 20:51:00

Author:
Scholarship
Posts: 105


I played through this and it worked flawlessly for me. I was a little confused about the teleporter. I wasn't sure what I was doing when I was moving the arrow around. But it quickly became apparent the first time I pushed the button and it teleported me to the arrow. I kinda like how I can ace the level even though I fail some things -- it just teleports me and doesn't kill me. But that does make it really easy to ace... I wonder if it's too easy. Anyway, it was still really enjoyable, and very visually pleasing and clean. Did you start this level with a template? I can't imagine making all that background manually. I still don't know how anyone could make backgrounds of the quality that you see in the templates. On the one hand I don't want to be lame by relying so heavily on pre-made content, but on the other hand... it's really good content whose quality I have a hard time matching! So I'm curious if anyone else has managed to rise to that level "manually".

Oh, I also like the balance between cut scene content and play time. The cut scenes seem really well done.
2011-03-23 03:14:00

Author:
Unknown User


Nice story and great job. Cool level. I really liked it. Thank you. I wait for continuation.

F4F https://lbpcentral.lbp-hub.com/index.php?t=52416-Little-Adventure
2011-03-23 07:29:00

Author:
Unknown User


Hey Faulky!!! So I played the beta back when you made that and Now I played the finished product. I still like it congratulations lol when you deactivate the clone though, going from that first room to the room with all the moving bounce pads...I forgot to grab my counterpart and could not get back down to get him....I could not move forward due to the x2 barrier and when I held the retry button I got sent all the way back to the beginning....but still could not get back to the bot, due to the x2 limitation. maybe make a way to get back down to the previous room? other than that a fantastic level.

f4f Gold spawn coalition please.
2011-03-23 18:52:00

Author:
Unknown User


Hey faulky, i just added your level to my queue, hopefully i will play it and leave a feedback here tonight, but who knows...
Check out my Formula 1 level when you can.
2011-03-23 19:49:00

Author:
Unknown User


Queued up and ready to go!

If you get the chance, could you check out my own level? Information can be found in the Signature. Thanks!

I'll update this post once I play your level.

Shifty
2011-03-24 00:35:00

Author:
The inFamous Sack
Posts: 54


Cool. Will give feedback on people above as soon as possible. Bit busy over the next few days but have not forgotten!2011-03-24 10:04:00

Author:
faulky
Posts: 80


I just played your level, and here are my thoughts:
-I liked the intro
-I loved the effects of your "Clone Machine"
-In the first round, i hadnt figured out what i had to do, so it took me a while to get pass it, but afeter a while i was trying to make my clone grab the sponge, the scientist kept repeating the same lines over and over (with interruption)...
-This idea is great, and i hope you make more levels like this
-I dont know what the hell happened, but in one point (the first round with the little clone), i think the clone died or something, and he didnt came back

Anyways, it was a great level, with some really good designs.
Check out my Formula 1 when you can. =)
2011-03-25 16:00:00

Author:
Unknown User


In the first round, i hadnt figured out what i had to do, so it took me a while to get pass it, but afeter a while i was trying to make my clone grab the sponge, the scientist kept repeating the same lines over and over (with interruption)...

Amateur mistake by me there. Hands up. I'll look at destroying the guilty sequencer after playing.


I dont know what the hell happened, but in one point (the first round with the little clone), i think the clone died or something, and he didnt came back

Gah. Sackbots always find a way to die! There isn't a checkpoint system in Part 1 (as I naively thought it was impossible to die) - maybe something for me to look at in Part 2. Have no real thermo left in Part 1.


This idea is great, and i hope you make more levels like this

Keep your eyes peeled (strange expression) for Part 2. Cheers for the feedback and I have queued your level. As I said above, bit busy with other stuff this weekend but will try to find time as soon as possible to review levels.
2011-03-25 17:48:00

Author:
faulky
Posts: 80


I just queued it, and can't wait to play. Look likes fun, reminds of the challenge level in story mode...which I had a great time with. 2011-03-28 19:50:00

Author:
Unknown User


This turned out pretty cool. I like the variety of puzzles and the grabinator/grapple stuff. It was tricky in parts but not too tricky, and there was a good amount of variety. A couple of suggestions for you:

I think the cutscenes played out too slowly. We all have a very short attention span these days, and we think fast things are entertaining, so if you're willing to revamp these scenes so that they play out faster, I think your level will benefit.

The level's design theme is good, but I got kind of sick of the song by the end. If you can do something to change it up, that'll make things more interesting too. I would suggest maybe using the shrinking and growing clone scenes to change songs since those are the major "events" toward the middle of the level.

The first time I got to puzzle 6, my tiny clone went splat on the jump pad. I think I swung him over, fell off the platform myself, and crushed him maybe? Or he slipped between the cracks in the jump pads and bit the dust. I dunno but the level was broke at that point, so I had to restart. It'd probably take 100 tries to get this to happen again, but you should be able to prevent this kind of glitchy thing by making your sackbot indestructable using a material tweeker.

Pretty good stuff and I'd like to see more, perhaps involving more clones? More challenging puzzles would be good too, in terms of being more difficult to figure out rather than more difficult to pull off.
2011-03-29 08:28:00

Author:
discokrakken
Posts: 108


Thanks for the feedback, Discokrakken.


The level's design theme is good, but I got kind of sick of the song by the end. If you can do something to change it up, that'll make things more interesting too. I would suggest maybe using the shrinking and growing clone scenes to change songs since those are the major "events" toward the middle of the level

Noted. I'll see what music fits or maybe just build it up as you go through. i think it's an interactive song.


The first time I got to puzzle 6, my tiny clone went splat on the jump pad. I think I swung him over, fell off the platform myself, and crushed him maybe? Or he slipped between the cracks in the jump pads and bit the dust. I dunno but the level was broke at that point, so I had to restart. It'd probably take 100 tries to get this to happen again, but you should be able to prevent this kind of glitchy thing by making your sackbot indestructable using a material tweeker.

A few people have mentioned this. Seems like it's one of those glitchy things as it doesn't happen when the sackbot is normal size. Good idea on the material tweaker. Never thought of that. Hope it works.


Pretty good stuff and I'd like to see more, perhaps involving more clones? More challenging puzzles would be good too, in terms of being more difficult to figure out rather than more difficult to pull off.

Puzzles are being made harder (to solve - I agree who wants an annoying puzzle to get through) and a few more action sequences are planned in Part 2. part 2 should feel a bit 'cleverer' now that I've sussed out a lot of Sackbot AI interchanging.

Do you want me to F4F on any of your levels?
2011-03-29 19:10:00

Author:
faulky
Posts: 80


Do you want me to F4F on any of your levels?
If you'd like, I won't hold you to it. F4F in my sig below.
2011-03-29 22:39:00

Author:
discokrakken
Posts: 108


If you'd like, I won't hold you to it. F4F in my sig below.

Queued matey. Will play as soon as possible.
2011-03-30 20:45:00

Author:
faulky
Posts: 80


Cool, all queued up and ready to play! I'll give you feedback as soon as possible, it may be a short while though because I've got a lot going on right now.2011-04-02 04:13:00

Author:
Coreyeatpie
Posts: 40


Ayo! Just played this. I loved the cinematics at the beginning. Set the tone nicely with a hint of humor! The visuals were Very clean cut! Not a messy corner in sight! They fit the test lab mood perfectly. The gameplay was fun too! At the earlier test chambers I was slightly frustrated at the stupidity of my clone but when I figured out what to do, it became much easier and enjoyable. :] Every chamber was quite fun, and I loved the changes you did, such as the shrinking and the sleeping. All in all I'd love to see how much further this could progress! Hope to see more! Yayed!

Oh are you still doing F4F? I'd appreciate it if you could provide feedback on my level found HERE (https://lbpcentral.lbp-hub.com/index.php?t=52127-Ivory-Tower-The-Cascading-Spire) Thanks in advance! Hope you enjoy!
2011-04-02 17:43:00

Author:
Noroibito
Posts: 211


Thanks for the feedback. Appreciated. Sometimes I wondered if the clone should be cleverer but the player would then just end up watching the clone do the puzzles. In Part 2 (so far) I've tried to make him more interesting by having expressions/actions etc when things don't go to plan. It's starting to be a big project though!


Oh are you still doing F4F? I'd appreciate it if you could provide feedback on my level found HERE (https://lbpcentral.lbp-hub.com/index.php?t=52127-Ivory-Tower-The-Cascading-Spire) Thanks in advance! Hope you enjoy!

Yep - I'll queue it now. Haven't been on in a few days but it's in my queue and I'll leave some feedback in your thread.

Edit: I have played your level already but will play it again with fresh eyes.
2011-04-04 13:01:00

Author:
faulky
Posts: 80


Just played it, and overall it was a fun level. Some parts I found made the experience less enjoyable. On my first play, the Sackbot died by being randomly squished on the bounce pads when you need to grapple it and let it swing onto them. It didn't respawn, and thus I had to restart. The second time, I got to the chamber where the Sackbot goes to sleep, and I picked him up with the Grabinators and threw him, and as luck would have it, he landed on top of the block the has the switch, and got stuck on top of it. I couldn't get to him because he was too high, and because the Sackbot was needed to stand on the bounce pad while I hit the switch to send it up, I couldn't yet again continue. Third time, I got through fine and then it was fun, but it was feeling repetitive by then where I'd been needing to keep restarting quite far into the level.

Another issue is the checkpoint. When my Sackbot died, I thought maybe popping myself would fix it. It didn't, but instead I got sent right to the start of the level. If by some slim chance a player dies in the level, this is going to be a massive problem.

Overall, a good level, but I felt there were too many problems in the level that could spoil it which could be avoided in some way probably.
2011-04-04 18:44:00

Author:
Moonface
Posts: 310


Just played it, and overall it was a fun level. Some parts I found made the experience less enjoyable...

Firstly thank you for your patience! Sounds like you had more patience than I would. Completely understand that it wasn't as fun if it took 3 tries to complete. The original idea was that the level had no danger elements so therefore no need for checkpoints/clone spawn points. But it's obvious now that no matter how hard you try, sackbots can and will die/get stuck. I'll try to address the bounce pad issue with the little one (hard to test as it rarely happens) and also make it easier to throw the clone over the block in the last chamber (or at least offer a fail-safe).

Checkpoints will be very hard for me to add in now for two reasons. First my thermometer is 99% full (the intro, level and outro are all one level) and secondly the clone slyly consists of about 12 different sackbots spawned at convenient times, all with different logic. Learned my lesson there so in Part 2, all clones will have core spawn/destroy logic and be 'respawnable' and checkpoints will be there for sackboys and sackgirls. Again, apologies that the level didn't work for you.
2011-04-05 09:10:00

Author:
faulky
Posts: 80


Firstly thank you for your patience! Sounds like you had more patience than I would. Completely understand that it wasn't as fun if it took 3 tries to complete. The original idea was that the level had no danger elements so therefore no need for checkpoints/clone spawn points. But it's obvious now that no matter how hard you try, sackbots can and will die/get stuck. I'll try to address the bounce pad issue with the little one (hard to test as it rarely happens) and also make it easier to throw the clone over the block in the last chamber (or at least offer a fail-safe).

Checkpoints will be very hard for me to add in now for two reasons. First my thermometer is 99% full (the intro, level and outro are all one level) and secondly the clone slyly consists of about 12 different sackbots spawned at convenient times, all with different logic. Learned my lesson there so in Part 2, all clones will have core spawn/destroy logic and be 'respawnable' and checkpoints will be there for sackboys and sackgirls. Again, apologies that the level didn't work for you.
If it helps, the Sackbot was squished when it landed between the two bounce pads after letting go of my grapple hook. It was travelling forwards in mid-air slightly from the momentum, so maybe it was something to do with landing on the edge of the pad while still going forwards and getting caught in the gap as a result. Setting him down anywhere else was perfectly fine when the Sackbot had any momentum from swinging.

Wasn't aware how much thermo had been used so I understand why there's just the one checkpoint. In all my misfortune though I never found a way to die outside popping though (which makes me kind of glad), so hopefully it won't cause a problem as long as no one tries to pop like I did. XD
2011-04-05 11:32:00

Author:
Moonface
Posts: 310


Heya faulky,

An excellent level! From the description, I was expecting something similar to Mind Control (Eve's Asylum), but you had unique puzzle mechanics that were thoroughly fun.

I agree with the above that cutscenes are too slow and should be skippable, especially the opening sequence. You had a great story and I wouldn't want to miss it, but having so much downtime cuts down on replay enjoyability.

I was also extremely frustrated with puzzle 1. As I mentioned, I was expecting Mind Control and thought I had to lead the clone to grab its sponge before going to grab my own. I tried that for 15 minutes or so. I found it very unintuitive that all I had to do was grab my own sponge and the clone would do its own thing. Throughout the rest of the puzzles, the clone acted much more predictably (i.e. maintaining x-axis position with the player), and even if it was unintuitive, it was obvious after a failure or two. There are no cues at all to suggest, for puzzle 1, that grabbing sponge A would cause the clone to automatically walk over, jump and grab sponge B. I think this could be cleared up by having the doctor tell the player to just grab the first sponge for the first puzzle.

Side note: the puzzle 1 cutscene reactivated once or twice for me -- is it on proximity? Perhaps you need a one-time switch?

That said, I am very, very glad I stuck around, because you have some fiendishly clever puzzles set up. Overall, after puzzle 1, I had a blast and would love to escape the lab with my clone (maybe give the mad doctor some payback?).
2011-04-18 06:20:00

Author:
Fobstar49
Posts: 75


Thanks for the excellent feedback, Fobstar49.

I'll look into making the intial scenes skippable. I'm sure there is a way to skip a sequencer. (Possibly assign a button to destroy it?)

I shall address the issues in Test Chamber 1 for the next update. Apologies for driving you crazy.
2011-04-18 09:28:00

Author:
faulky
Posts: 80


Heya faulky,

An excellent level! From the description, I was expecting something similar to Mind Control (Eve's Asylum), but you had unique puzzle mechanics that were thoroughly fun.

I agree with the above that cutscenes are too slow and should be skippable, especially the opening sequence. You had a great story and I wouldn't want to miss it, but having so much downtime cuts down on replay enjoyability.

I was also extremely frustrated with puzzle 1. As I mentioned, I was expecting Mind Control and thought I had to lead the clone to grab its sponge before going to grab my own. I tried that for 15 minutes or so. I found it very unintuitive that all I had to do was grab my own sponge and the clone would do its own thing. Throughout the rest of the puzzles, the clone acted much more predictably (i.e. maintaining x-axis position with the player), and even if it was unintuitive, it was obvious after a failure or two. There are no cues at all to suggest, for puzzle 1, that grabbing sponge A would cause the clone to automatically walk over, jump and grab sponge B. I think this could be cleared up by having the doctor tell the player to just grab the first sponge for the first puzzle.

Side note: the puzzle 1 cutscene reactivated once or twice for me -- is it on proximity? Perhaps you need a one-time switch?

That said, I am very, very glad I stuck around, because you have some fiendishly clever puzzles set up. Overall, after puzzle 1, I had a blast and would love to escape the lab with my clone (maybe give the mad doctor some payback?).

OK the first room is now worded a lot better and also the intro screen is skippable via the X button in the first few seconds of the movie. The repeating sequencer in room 1 shouldn't happen any more. Thanks for the most excellent feedback. Can I return the favour on any of your levels?
2011-04-19 13:38:00

Author:
faulky
Posts: 80


You're a winner, faulky!

As for F4F, I always welcome comments on the level in my sig. I recommend playing it versus, but an AI-controlled version is linked up as well.

Thanks in advance!
2011-04-19 13:56:00

Author:
Fobstar49
Posts: 75


Haha! What a cool concept!

I'm definitely having a look at this (If PSN isn't down)
2011-04-22 11:34:00

Author:
tomodon246
Posts: 624


Issue with a sackbot in the intro not appearing is now fixed. Pesky sackbots. 2011-06-08 12:03:00

Author:
faulky
Posts: 80


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