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GoldSpawn Coalition...A Day at school

Archive: 13 posts


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Ok guys! So this is My Second level, My first story driven adventure. It is also the first of a several part series to be created. You've got everything you could need. a hero, a myth of a villian, and lots of bubbles. Definitely, want feedback on this one, so I can improve this one and carry it over to the pre/sequels. Just so Everybody is aware...I ran out of thermo, so the ending/boss battle shall be in a sublevel I am finishing as I write this. Thanks in advance.
http://lbp.me/v/z78xr8
2011-03-22 09:56:00

Author:
Unknown User


I tried your level and I didnt know what to do when you learn how to move object. i moved the object but couldnt figure out what to do next. Before that i was enjoying the level and the story is quite interesting.2011-03-23 23:42:00

Author:
hitman_472
Posts: 52


I tried your level and I didnt know what to do when you learn how to move object. i moved the object but couldnt figure out what to do next. Before that i was enjoying the level and the story is quite interesting.

where did you get stuck... so that I may make it more clear? what part specifically?
2011-03-23 23:54:00

Author:
Unknown User


after the long conversation with the eyes on the wall when you learn that you have superpowers. then i went through the hole and up to the tutorial area and didnt know what to do from there.2011-03-24 00:08:00

Author:
hitman_472
Posts: 52


could you understand what buttons needed to be pressed?2011-03-24 00:15:00

Author:
Unknown User


I moved the blocks around but couldnt understand what i needed to do with them2011-03-24 00:51:00

Author:
hitman_472
Posts: 52


k I'll add instruction. I thought it obvious, but then again, i've been playing it over and over for the last month and a half lol thank you for the fresh eyes I will fix with in the half hour. please play again and offer more insight. Thank you





Should now be easier to know what to do with said blocks
2011-03-24 00:56:00

Author:
Unknown User


Hey i tried your level again and i was able to get past the tutorial part this time but i got stuck on the part immediatly after it where you have to raise the lockers. First i couldnt get it up there then suddenly the floor of the duct disappeared for some reason and i couldnt continue. This is a nice idea but it needs some work to make it more playable. you should make the objects easier to move and also put a gyroscope on them to stop them from spinning around when you hit a wall. Also i like your voice acting but i couldnt understand half of the things the person in the duct was saying.2011-03-24 22:04:00

Author:
hitman_472
Posts: 52


thank you for the critiques. back to the drawing board. with the difficulty of moving the objects, I was trying to make it look like you are coming into yourself. starting out with more difficult controls. then getting easier as your powers progress. do you think that it would be better If I just made it easier from the beginning?2011-03-25 01:38:00

Author:
Unknown User


Hey i played your level a few seconds ago.

I really like the idea. i never played a level with your theme before.
Unfortunatly i wasnt able to complete it. The elevator which leads to the principal got stuck.

I will play it again after you fixed it
2011-03-25 18:25:00

Author:
DragonHunterEx
Posts: 84


I wanted to see this through, but I got too frustrated and confused. The premise is good, but definitely too many hurdles.

The journey up the inside of the bathroom stall is tricky, but it's made unnecessarily difficult by being unable to see inside. Here's a spot where a difficulty adjustment would be good. If the jumps are supposed to be difficult, I want to be able to see myself. If the humor is the more important thing, then I'd throw away all challenge and use a 2-layer "ladder" to help the player up quickly.

The biggest problem with the levitation section is that the directions are given once, but you can't consult them again. Other people have said they moved an object and got confused afterwards, but I couldn't even figure out how that worked once the spoken directions were done.

I think the biggest adjustment overall needs to be usability. As a creator, it's easy for the nuances of your creation to become second nature to you, and it becomes difficult to consider how a fresh set of eyes will approach your creation. The voice acting was difficult to hear sometimes (are the duckers enabled?), and you can't see voice acted text in subtitle form (only cartoon bubble form, which can be a chore to implement but well worth it). I think you could really polish this creation if you can apply some more advanced logic. I made a 1-player sackbot style level like this recently, and really had to struggle to learn how to use the logic toolset to make my level operate smoothly, but it was completely worth it.

You may need room on the thermometer to make significant improvements, and if it's full, I believe the level will tell you somewhere what is taking up the most space. In this level, I'm willing to bet it's things like the shape of the objects (excessive vertexes in material shapes that can be simplified using the corner editor tool) and the quantity of materials being used (which can be remedied using the material changer). You can get back thermo space if you can eliminate a material from your level entirely, plus using less materials may help your level maintain a more consistent visual theme. I like the premise though and I'd love to see where you're taking this, but it was just too frustrating for me to finish in its current form.
2011-03-27 20:18:00

Author:
discokrakken
Posts: 108


I left you a review on your level a few days ago, and I'm pretty sure I'm about to repeat what I said before (my PSN ID is shimsok): The level was flawed. The voices were hard to make out, and you had the player and the player's sackbot visible at the same time during one cutscene. Also, the levitatoin controls were not tight, as sometimes the objects would go right when I wanted them to go left. Because of this, I was unable to get past the small tutorial regarding this.2011-03-27 20:52:00

Author:
Scholarship
Posts: 105


[QUOTE=discokrakken;814916]

The journey up the inside of the bathroom stall is tricky, but it's made unnecessarily difficult by being unable to see inside. Here's a spot where a difficulty adjustment would be good. If the jumps are supposed to be difficult, I want to be able to see myself. If the humor is the more important thing, then I'd throw away all challenge and use a 2-layer "ladder" to help the player up quickly.

QUOTE]

This was actually made purposely difficult. I wanted it to seem like you were going into a closed stall. a couple points. It was to mainly be for an added little acquired bubbles and again made this purposely difficult. as for the rest. I am currently working on reworking my levels controls/cutscenes/aswell as voice acting. i Used a voice changer on the hole in the wall but believe I can just do the voice myself and it will come out clearer. Originally I just wanted it to seem like you were coming into these abilities...so I purposely made it difficult again. but I realize now that It's more frustrating to the little big katz of the online community than difficult and must revise this aswell. I should be done with in the next week or two And I would greatly appreciate more critiques at that point. that you everybody for continuing this. I will let everybody know when this is ready for a 2nd look
2011-03-28 08:56:00

Author:
Unknown User


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