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Dr Who : Lost soul [1P Only]

Archive: 48 posts


Hello,

I've just published my new level, once again based on Dr Who (but I hope knoing Dr Who is not requierd to enjoy it).

It's a plateformer/reflexion level, you control a soul and have to find a way to your body. Solve puzzles and save your sackboy's soul in an alien scientific complex.

I've made a lot of tests, and 2 other pepole test it in front of me, but they've already saw me working on it, so I'm not sure if it's bug-free and if everything is clear. Any feedback about bugs, english mistakes, and level design will be appreciated !

Some pictures of the level :
http://i5.lbp.me/img/ft/b0579a2685855569f5b1b2b4d308ac3d69370b35.jpg
http://i3.lbp.me/img/ft/0f3ef1c24f70d2b1c92edb47ac5409fbdbcf25a6.jpg
http://i5.lbp.me/img/ft/1c5d5a56e9dd2349f17ab25c595df9d915157607.jpg
http://id.lbp.me/img/ft/c1d5d119d9c18fe120ceb05561d8f2e8d86b49db.jpg

Thank you !

(Sorry if my english is not perfect, I hope everything is understandable.)
http://lbp.me/v/zpr0wd
2011-04-04 00:45:00

Author:
Slurm
Posts: 262


I really enjoyed your other level im gonna check this one out
Added to queue.
2011-04-04 01:18:00

Author:
Bloo_boy
Posts: 1019


very cool level, i really like the possession idea. The level also looks very pretty, the change in lighting when possessing is cool. I liked the puzzles too! and the flash backs were a nice touch. my only critisism is some of the camera angles were a bit annoying, but that would only happen when i was close to a wall. all in all a very cool well rounded level.

check out my multiplayer tanks level if you get a chance, https://lbpcentral.lbp-hub.com/index.php?t=54300-Scorched-Earth-Little-Big-Planet-Style

thanks,

Cam
2011-04-04 01:40:00

Author:
Unknown User


i'll give it a whirl and i will write your review asap for the previous level XD2011-04-04 04:07:00

Author:
Angelgozen
Posts: 286


@ cammo_1234

Thank you for your feedback. I'll see what I can do to change the camera. The camera angles were annoying only in soul form or did you have problems when possessing an alien too?

Thanks angain

I'v queued your level and will give it a look as soon as I have someone to play it with me.
2011-04-04 13:53:00

Author:
Slurm
Posts: 262


I'm a big fan of Doctor Who and haven't seen any levels based on it yet, so definitely gonna check this one out! It's been added to my queue, hopefully will get it played tonight or tomorrow and give you feedback. Can you check out the level in my sig in return? 2011-04-04 16:08:00

Author:
agsrule
Posts: 89


I played your other Who level and as I posted in the game, it was the best Who level that I'd played in LBP. This new one looks even better. Adding to queue2011-04-04 16:11:00

Author:
biorogue
Posts: 8424


Now that's my kind of level!!

Really enjoyable! Good work! But it's not glitch free, and one of the biggest glithces is how you have set up your controls.
As you may notice, the signal sometimes gets out the opposite of the input. Especially when nudging.
This is because you have routed the analog signals through AND gates.

Try this instead:

http://ic.lbp.me/img/ft/adc338e19936ae44fda3068c7d4b4b0d5bc45d26.jpg

(Pause mode)

Of course, the notes shows what to label the different tags, but they won't show up on a photo.. Hrmph.. Ok. We'll do this the hard way.

The Tag in each of the microchips is labeles "Sackbot" for the, duh, Sackbot and "Soul" for that Drop/Pear-shaped abomination.

The controlinators are set to the same color and the ones on the Soul and the Sackbot are placed inside microchips. This is so that they have to be activated by triggering a corresponding tag sensor through the selector on the Follower Holo controlinator.
Then only 1 controlinator will be active at any given time and the signal will remain clean.

Thus, the tag sensors(set to max detection radius) are respectively named "Sackbot" and "Soul". But won't this be triggered by the Tag that's on the same circuitboard?
No, it won't exactly because they are on the same circuitboard! Nifty, eh?

Now for the selector: The selector is wired so that the Triangle button cycles it between the two outputs.
The outputs are wired to tags labeled "Sackbot" and "Soul" in order to trigger the tag sensors.
Also, followers(set to max detection range, 100% strength and speed 100) are triggered and guess what it's set to follow? Exactly: "Sackbot" or "Soul".
Beacause again, it won't follow a tag on the same circuitboard.

As you see by the picture, at this moment the Soul is the active player character and the moment I unpause, the controlinator rushes over there.

Now, for the level

I loved it, absolutely loved it! Only thing is that you may want to direct the players so that they realize that you as a soul can squeeze through the tiny gap during the, errr... signal-flow-puzzle(?).

Also, the possibility to reset the tetrisesque puzzle would be nice, but I know this is kinda difficult the way it's set up.

Bottom line: Very cool and typical Dr. Who storyline and clever use of LBP 2 tools.
2011-04-04 18:02:00

Author:
Discosmurf
Posts: 210


@agsrule : I've queued and test your level, but wasn't able to finish it (maybe a bug or missed something, i'll give it a second try to see if I can get to the end)

@biorogue : Oh, that was you ! Thanks a lot for this nice feedback on my first level, I hope you'll enjoyed this one too !

@Discosmurf : Wow ! Thank you for this nice and helpfull feedback. I've already changed the controls : the analog signal is no longer routed through AND gate.

At the begginning, I've done something very similar to your picture, except it was dirty and messy (it was clean at the beginning but turns really ugly when tweaking and adding stuff on the level), and except placing controlinators into Microchips. Instead, I was using AND gates to filter the signal. Now I understand why my soul was sometimes going in the opposite direction ! Thanks a lot.

I've also added a visual indication to let the player realize they can squeeze throuh the tiny gaps during the signal flow puzzle, and i'll work on a reset button for the tetrisesque puzzle. I have to change to a completly wireless setting to do that, so it will take some time, but I think i will destroy all pieces and emit a new set to reset the entire puzzle.

Again thanks a lot, I'm gald you enjoyed it !

Edit : oh, I can see thatDiscosmurf is the only one who finished the level, so to anyone who will give it a try, if you're stuck or if i'ts too difficult, let me know, i will see what i can change to make it better and easier !
2011-04-04 19:31:00

Author:
Slurm
Posts: 262


No no no!! Don't change anything! Let them sit there and ponder

Maybe add some hints instead.
2011-04-04 20:04:00

Author:
Discosmurf
Posts: 210


Hi Slurm, thoughts on your level:

Overall I thought the design was very clever, the way the that the sound and lighting changes when you activate the soul is brilliant and really atmospheric. I think you nailed the Doctor Who theme as well, excellent looking Tardis and the storyline was intriguing.

However, I was unable to complete your level - I got totally bamboozled by the block puzzle. I must have spent at least 10 minutes on it and for the life of me I just could not figure it out. Maybe I'm just not very good at those sort of things, but for my liking, it was too difficult a puzzle to be placed in the middle of a larger level. As a standalone minigame it would be very good, but just not as part of a level, it reminded me of that block sliding puzzle from Resident Evil 4 that also drove me nuts!

In regards to my level, thanks for playing it, but sorry to hear you were unable to complete it. I've playtested it at least 20 times and only once was unable to complete it due to a bug that I've now fixed, so perhaps whatever happened to you was a really freak glitch. Could you give me any more information so I can check it out?
2011-04-04 22:43:00

Author:
agsrule
Posts: 89


Thank you for your feedback.

As I said, i'll give a new look to your level to see if i didnt missed something, but I was stuck after getting the jetpack near the...hum... poo compressor.

About my level, I think i'll add 3 options in the bloc puzzle : A free reset button that can be used at any time, a show the solution for 500 pts that can be used after 5 minutes, and a solve it for 1000 pts after 10 minutes.
2011-04-05 00:06:00

Author:
Slurm
Posts: 262


Hiho, just used some of my little time to play this.

It looked fun and was fun. Nice atmosphere from the changing between soul & sackbot. (Note I've no idea what Dr. Who is)

Here's some critics and suggestions:

The very start was really confusing, I didn't know where to go for some time.

I thought the "design" of the soul was a bit lazy, being just a "drop" =)
You could deform it a little and make it glow dynamically for example.

I found the way the soul moves a bit uncomfortable - it seems too static and should be more "dynamic". For example, maybe add a way to accelerate the movement (I also found it a bit too slow at times) And maybe turn down deceleration just a tad.

At the area where the pieces of glass are moving between layers (just after the swinging part), maybe you could increase the radiuses of the sensors a bit, as their movement felt a bit unnatural; unlike similar parts in MM levels (well.. ^^)
The red one all the way on the right also pushed me into the electricity upon grabbing the red thingy besides it.
Also I think the pieces of glass shouldn't react to the soul when leaving the sackbot, making it drop into the electricity.

The part where you have to lead the electricity to the door - kinda fun, but I thought it was too easy. Maybe make it a bit harder and make the camera zoom out to show the whole contrapiction for better navigation.
I also found the way you have to go through those reeaally tiny gaps strange.
Just an idea for this - how about changing the soul to hologram, so it can pass through materials, and use a follower plus tag sensor + tag to make the soul automatically go back if it goes anywhere it shouldn't? Don't know if that would feel better though, you'd have to try.

Right at the start of part 2, I thought it looked stange to see the level background while in the elevator, maybe just me.

I liked the puzzle, good thing it's not that easy, otherwise it would be boring. But you might want to put material tweakers on the pieces and turn friction off, felt a bit chunky with the pieces rubbing against each other.
You could even use a grid-movement logic for it if you wanted, would feel much better I think. (If you want, look at my tech level for grid movement)

The boss: The majority of the boss was really fun, even if it was simple. But please, do something about the electrified souls that the last remaining turrent shoots at you. Not that it's too hard, but they just made me run into the electricity walls multiple times because I didn't hit one time - and once I was dead and the thing moved right beside the checkpoint, I died multiple times in a row trying to get away from it.
Also, you might want to disable the possibility to remove the creatinator here.


I think that was about it. Fun level, definitely deserves more plays.
If you would be so kind, tell me your thought about my "LBP Puyo Puyo" level. You can find links to my level threads in my signature.
2011-04-05 00:57:00

Author:
Shiwayari
Posts: 167


Thakk you for your detailled feedback ! I'm already working on the level considering your feedback.



It looked fun and was fun. Nice atmosphere from the changing between soul & sackbot. (Note I've no idea what Dr. Who is)

Thanks ! It's designed to be played by everyone, even if they don't know Dr Who. Knowing the Doctor will only explain some background stuff but not the level story.



The very start was really confusing, I didn't know where to go for some time.

I'll add some visual indication & text to guide the player.



Soul aspect & controls

There's already a glowing system implemened, but I guess it's too subtle. I'll try differents settings. I'm also currently working on the soul controls considering your feedback. I've already added a speed button (X will make the soul move faster) and deceleration.



Glass pieces platforming sequence

Sure, i'll extend the radiuses of the sensors and move the red pieces that throw you into the electricity to avoid a cheap death. Thanks for finding that !



Electric signal puzzle

I've added a camera that show the entire contraption, you'll be able to switch between this view and the closer one. It's not working perfectly yet but it's a really good idea. About changing the soul to hologram, I'm not sure I understand what you've suggested. I don't want a soul that can pass through some materials and cannot pass through others. I'll see what I can do to help the player going through the wheels.
I' will also consider changing the difficulty, but i'm not sure I'll be able to make it harder.



Right at the start of part 2, I thought it looked stange to see the level background while in the elevator, maybe just me.

You can already see the background at the end of part 1, but the light is brighter in part 2. I think I'll hide the background in both part and let the player discover it when he escapes.



Bloc puzzle

Friction is already off on pieces(I think it is). I'll try to implement the grid movement logic. This could be a nice addition . Thank you !



The boss

Oh, sorry about that. I'll try to find something to avoid it.



If you would be so kind, tell me your thought about my "LBP Puyo Puyo" level. You can find links to my level threads in my signature.
Sure, I've queued it and will take a look !

Thanks again !

I think I'll update the level wednesday or thursday, this update will add :
- Improved soul controls
- Visual indications to guide the player
- 2 cameras option during the first puzzle sequence
- Reset button, "Show the solution" button and "Solve puzzle" button in the bloc puzzle sequence, and maybe a grid movement logic
- Minor fixes (glue bounce pads, avoid cheap deaths, ...)
2011-04-05 10:22:00

Author:
Slurm
Posts: 262


Slurm, in regards to my level, I think you just missed what to do - once you get the jetpack, you can use it to grab the Sackbots and throw them into the Poo Compressor

Would really be appreciated if you could give it another try - I'm gonna have another look at your level as well because other than the block puzzle I thought it was immense!
2011-04-05 13:10:00

Author:
agsrule
Posts: 89


Thanks for the tip (I maybe missed a clue as someone rang at my door when the jetpack appears), i'll give you a feedback as soon as possible. And I'll let you know when I've changed the bloc puzzle section to add reset, hint & solve buttons.2011-04-05 13:28:00

Author:
Slurm
Posts: 262


Hi Slurm, and congratulations on a fun and well thought out level! It was obvious the amount of work you put into the level, and it payed off. It felt origional, loved the way you switched between posessed character, and spirit, having to use both to solve the different puzzles and obsticals. I felt at times the spirit moved a little slow, but I think that adds to the atmosphere, so i'm not suggesting you change it. Cameras were pretty well placed, and use of arrows through out made the level feel like you had thought about others.

Yeah the sliding puzzle WAS tough, and there was a time when I considered giving up, but I KNEW it could be done, and was determined for it not to beat me...took about ten minutes, and felt VERY chuffed when I finally did it.

I liked your use of movers, though a little frustrated when you die as the possessed, and spawn at the point you die as the spirit, and have to back track sloooowly...but again, just mentioning it, I don't think it warrents changing, as it encouraged you NOT to die, and take your time ( I tend to rush)

Not quite sure what the bit was about with the round room with all the floating spirits in other than to colect the points, and the same goes for the room with all the chatacters in, (and the one character dressed as me)..boss fight was cool, though wasnt sure what I had to shoot at at first (Perhaps becasue I had the volume turned down?)

The high light for me was the sliding puzzle, but the rest was great too. slightly lacking in story line, though hey, who cares!

Real nice to play a level that worked, made sense, and was fun!

Keep it up!

If you could return the favour and F4F my level 'House of the flying diggers BOSS FIGHT' I'd love to know what you think.

Shade.
2011-04-05 18:14:00

Author:
Shade_seeker
Posts: 328


Hi Slurm, and congratulations on a fun and well thought out level! It was obvious the amount of work you put into the level, and it payed off. It felt original, loved the way you switched between possessed character, and spirit, having to use both to solve the different puzzles and obstacles. I felt at times the spirit moved a little slow, but I think that adds to the atmosphere, so I'm not suggesting you change it. Cameras were pretty well placed, and use of arrows through out made the level feel like you had thought about others.

Yeah the sliding puzzle WAS tough, and there was a time when I considered giving up, but I KNEW it could be done, and was determined for it not to beat me...took about ten minutes, and felt VERY chuffed when I finally did it.

I liked your use of movers, though a little frustrated when you die as the possessed, and spawn at the point you die as the spirit, and have to back track sloooowly...but again, just mentioning it, I don't think it warrants changing, as it encouraged you NOT to die, and take your time ( I tend to rush)

Not quite sure what the bit was about with the round room with all the floating spirits in other than to collect the points, and the same goes for the room with all the characters in, (and the one character dressed as me)..boss fight was cool, though wasn't sure what I had to shoot at at first (Perhaps because I had the volume turned down?)

The high light for me was the sliding puzzle, but the rest was great too. slightly lacking in story line, though hey, who cares!

Real nice to play a level that worked, made sense, and was fun!

Keep it up!

If you could return the favor and F4F my level 'House of the flying diggers BOSS FIGHT' I'd love to know what you think.

Shade.
2011-04-05 18:18:00

Author:
Shade_seeker
Posts: 328


i enjoyed this level XD improved greately from your first, your goin places my friend XD2011-04-06 03:30:00

Author:
Angelgozen
Posts: 286


Level updated !

- Improved soul controls : Done
- Visual indications to guide the player : Done
- 2 cameras option during the first puzzle sequence : Done
- Minor fixes (glue bounce pads, avoid cheap deaths, ...) : Done !
- Reset button, "Show the solution" button and "Solve puzzle" button in the bloc puzzle sequence : Done

- and maybe a grid movement logic : Working on it !
- I also need to fix the glass pieces platforming sequence : extend radiuses, change behavior

Thanks a lot for the nice and helpfull feedbacks !
2011-04-07 00:19:00

Author:
Slurm
Posts: 262


Fantastic level, party worm

Pros:
The general theme of the level was really great. Having never seen Dr. Who, I was confused by the story a bit at the beginning, but toward the end it started to make more sense. The soul / sackbot mechanic was extremely cool, especially how the lighting and mood of the level changed with it. Really great job.
The puzzle with all the shapes was extremely well done as well. I liked that you didn't give the option to automatically solve the puzzle, I think the 5 and 10 minute timers are a great solution to that. I'd maybe suggest taking even more points from the player though.
Visuals were consistently great throughout.

Cons:
The puzzle in which you have to line up the sections with the 2 way switches I felt was far too easy. It just seemed to me that you pulled each switch one time in order and you were done basically. It was also kind of hard to get each part lined up exactly so the soul could squeeze through.
The first few areas were fairly confusing story-wise to me, having never seen the show. But like I said it made sense (mostly) by the time I finished the level.
At the big puzzle, I was initially confused as to what to do. Some kind of direction for that would help, I think.

That's really the only cons I can think of right now. You did a wonderful job with the level, I'd love to see more levels from you
2011-04-09 22:53:00

Author:
Dietomaha
Posts: 156


Thanks for your feedback!

About the story, I'll try to make things clearer at the begining. I have recently done some changes on soul control, and have to replace the indroduction sentence by the instruction to control soul. I think I will add some text introduction to avoid confusion at the begining. Also, the story is probably confusing not because you don't know Dr Who, but because my english is not very good. Sometimes I get lazy on the story aspect because I don't want to explain and translate something in english, so I go to the easier and cheaper way.

About the level itself now, your'e not the only one to say that the first puzzle is too easy. I've already try some tweaks to make it harder but I didn't found something that i liked. I'll continue to work on it. I will also try to implement an auto line up. And I will add some visual clues in the bloc puzzle section, this can be done easily, thanks for pointing that out.

Again, thanks for this helpful and nice feedback!
2011-04-10 00:37:00

Author:
Slurm
Posts: 262


Believe me, your English is better than some people whose first language is English I'll continue to check out the level as you make improvements, I really dig it.2011-04-11 18:18:00

Author:
Dietomaha
Posts: 156


Thanks for your kind words .

I've done some tests on the auto align stuff and...well it turned out to be quite hard to implement.

I think I have to either found a way to force a 90? rotation with the curent setting or destroy and recreate this part of the level. And as only one people played the level since you've played it and didn't even get to the second part, I'm not sure if I want to spend hours on fixing it for no one . I'm also kind of stuck with the implementation of the grid logic mover on my bloc puzzle. I've added visual clues here, but nothing that worth a second play.

Anyway, even if I don't have lots of plays, i still enjoy creating, so I'm already working on a new level at the same time I do small improvements on this one. But it's far from being finished...
2011-04-12 11:03:00

Author:
Slurm
Posts: 262


Returning the review favor. Fun experience and it uses a rarely-used game device. Feels original in LBP.

Slide puzzle was good but has 2 nuisances. 1) Leave a little extra space for nudging. It's annoying to go back to a button just because a block is only 99% of the way over.
2)Tell the player to use the right stick. Without a control device, it's not intuitive to start moving the right stick.

Other than than, no complaints.
2011-04-14 04:52:00

Author:
Hoplyte
Posts: 100


Thank you for your feedback !


1) Leave a little extra space for nudging. It's annoying to go back to a button just because a block is only 99% of the way over.
I'm working on a grid movement logic but it doesn't work as expected, so i'll try this.


2)Tell the player to use the right stick. Without a control device, it's not intuitive to start moving the right stick.
Oh sorry, there was actually a small text about that, I must have removed it by accident. I'll add it as soon as possible.

Thanks again !
2011-04-14 09:02:00

Author:
Slurm
Posts: 262


Ok, now this is just awesome and the gameplay was unexpected - in a good way! I like the way that you have created various elements here and how you combined them. I didn't get to play it all the way through unfortunately due to some time constraints but I have left it queued and will play it over the weekend when I have some peace and quiet.
All in all a great level with some really fresh ideas and definately worth the play!
2011-04-15 07:37:00

Author:
Unknown User


Loved it. Absolutely loved it. My costume is the eleventh Doctor right now. The only thing I would suggest is grid movement for the puzzle. Also, I don't know if it was intended, but the Icing breaks during the boss battle. I can pass right through it, and so can everything else. I didn't know if that was meant to look like we were in the snow, or not, but it seems like a bug.

Great job! Hearted.
2011-04-16 02:32:00

Author:
Unknown User


Thanks a lot !


The only thing I would suggest is grid movement for the puzzle. Also, I don't know if it was intended, but the Icing breaks during the boss battle. I can pass right through it, and so can everything else. I didn't know if that was meant to look like we were in the snow, or not, but it seems like a bug.

I'm still trying to implement grid movment but there's always someting wrong. Everything is tweak to have a 0 friction but pieces always get stuck or slightly move when they hit the border of the puzzle, so I'l still working on it. It's on the to do list...

and I'll check this bug during the bos battle. This never happens to me, but maybe the recent patch have changed things here.

Thanks again for this nice and helpful feedback !
2011-04-16 12:07:00

Author:
Slurm
Posts: 262


Hello Slurm,

Thank you for reviewing my level. It's very motivational.

I played your level and got stuck. The inability to pop made me have to reset the level. Got stuck again on the second playthrough almost exactly the same way. It happens in the room where you possess the little dudes so that they can rotate the circles. When you go up to higher levels, your teardrop can get stuck in the outer edge of the circles that rotate. A possible solution to this problem would be to put the circles on thin layers.

It's also hard to see that there are other guys to possess in that room. You may want to alter the lighting slightly. Another idea is to have circles rotate at 90 degrees at a time, so it doesn't take so long to turn them.

The flashback is a bit jarring, and I couldn't tell what was going on. It looked like a big guy with an afro was at a rave.

I really like the concept of the possession mechanic(which is remarkably well done) and I feel that you didn't have to attach it to Dr. Who. You could have made it your own and ran with it.

I do feel that I can't give it a proper review or rating without playing through the entire level. I look forward to playing through the entire level if you can fix that puzzle room issue.

Cheers!
2011-04-18 17:54:00

Author:
Unknown User


Thanks for your helpful feedback !

I thought I have already fixed all the problems with stucking the soul in the moving circles during my tests, it seems that i was wrong. I will work on this problem, but changing this part of the level is quite complicated. I'll let you know when I deliver a fix for this !

About using a Dr Who context to the story, you're right, I can try to make my own story. I'm using the Dr Who context to avoid an introduction in english, but I guess I can tell a story without having to write a lot of stuff. And I'm not really good at making movie in LBP, I have a lot to learn on this... This explain the rubbish aspect of the first movie

Thanks again !
2011-04-18 23:31:00

Author:
Slurm
Posts: 262


Hey this level was amazing! A level where you fly around as a soul and possess sackbots in order to control them to solve puzzles? How cool is that!? I plan on recommending this level to others! Here is my in-game review:

"This level is a must play for puzzle fans! The 'possessing and leaving bodies to solve puzzles' gameplay is absolutely amazing and very well done. On top of that, you even got OTHER puzzles in there to solve! All the puzzles are different AND fun. None of them ever made me want to give up. My favorite puzzle was the sliding block puzzle. Brilliant! Great use of logic as well. This level definitely gets a heart, and I'll recommend this level to others. Let me know if you publish another!"

I recommended this level to creator Reef1978 to include it in his level 'Sleeper Hits', a collection of level links leading to underplayed levels. He may include it in there for you!
2011-05-18 03:08:00

Author:
Turbo_Egg_Salad
Posts: 57


Thanks for your nice review ! I'm glad you enjoyed the puzzles, and that you did'nt gave up (it seems that a lot of people give up during part 2, I guess it's at the sliding puzzle. I've added unlockable hint and solve buttons, but it doesn't seems to avoid people leaving the level).

Also thank you for the recommandation. Even if it's not picked by Reef for his 'Sleeper Hits' level, it's really appreciated.

I'll sure check this hub level. And reading your previous comments, I'll also give a look at 'Monkey Hunter', it seems to be my kind of level !

Thanks again for your nice feedback !
2011-05-18 09:46:00

Author:
Slurm
Posts: 262


DARN you and this block puzzle! I will beat it!!!!!!! 2011-05-19 01:56:00

Author:
Unknown User


Thank you for your comment on lbp ! I hope you managed to solve the block puzzle without too much frustration.

Thanks a lot for your kind words about the music. I know it's not perfect, but it's the best I was able do by myself.
2011-05-19 10:03:00

Author:
Slurm
Posts: 262


I got that warm fuzzy feeling I get every time I hear that music, then the level was just fantastic. I'm glad there are some 'outs' with the block puzzle so people can continue at their own pace. I'll play the other Dr. Who one today. Keep up the great work!2011-05-19 12:47:00

Author:
Unknown User


I got to play this level right before the psn outage and loved it. I thought the puzzles were great, the game play fantastic and the overall atmosphere super. I loved the original idea of this and at first was skeptical but after playing for a couple of minutes I was like, "oh, ok, this is cool!" Great job.2011-05-19 13:11:00

Author:
biorogue
Posts: 8424


@Snorkledork : The other "Dr Who" level was my very first level on LBP (this one being the second). I'm afraid it won't be as polished as this one. I hope you'll enjoy it though.

@biorogue : Thanks ! I had a lot of ideas with all that soul/possession system, but only a few of them made their way to the final level (lots of them were abandonned because they where too hard to implement). I'm glad you liked it !
2011-05-19 13:21:00

Author:
Slurm
Posts: 262


A fantastic Dr Who themed level that will be loved fans of the time lord.
Some of the best puzzles I've encountered in quite sometime and these combined with the soul/ possession mechanism really take the gameplay into interesting new areas stimulating thought rather than lazy regurgitation of standard gameplay devices. The story is suitably Whosian and helps drive the action and adds impetus. Enjoyed the boss battle at the end wrapping the level up nicely. I have a friend who is a Dr Who fanatic, I'll recommend your level to him as I'm sure he will enjoy.
magnifique level mon ami.
2011-05-23 21:01:00

Author:
EnochRoot
Posts: 533


Thanks for your nice feedback, I'm glad you enjoyed the level !
Et merci aussi pour ces quelques mots en fran?ais
2011-05-23 22:57:00

Author:
Slurm
Posts: 262


This level is quite awesome. I really enjoyed the different style of gameplay, and I love your puzzles. Very nice touch having the sound change when you go between spirit and physical form. This level is not especially fancy in terms of decorations, but it does feel complete and finished. Nice job with the layout, making the player zig zag throughout the level, but not feel like we're going in circles. I also really enjoy the fact that this level is tricky and perilous, but not all about fast reactions, more about thinking.
That brings me to my one and only criticism, the final boss. This boss is very well done, but it seems a little average compared to the rest of the level, as in it's all about fast reactions and not about problem solving. This level is so unique, I would like to see a less standard type of final encounter. I would hesitate to make specific suggestions, I feel that the rest of the level has more soul, and it should really finish with a unique flare.
Sorry I took so long to return feedback, I wanted to really spend some time with this level.
By the way, your English is very good, but feel free to message me if you want me to explain anything differently.
2011-05-25 20:31:00

Author:
Pookachoo
Posts: 838


Very interesting idea and original performance. Transisions from soul to body and vice versa were made smoothly and well timed. Atmosphere of the game is dark and onerous exactly as much as need for this topic. Puzzle is a pleasant surprise, though somewhat slows pace of the game (at least I spent too much time on it). Very nice, unusual and genuine level.

If you have 5 minutes, please play my versus level Mad house (https://lbpcentral.lbp-hub.com/index.php?t=56662-Mad-House) LBP.me (http://lbp.me/v/z4bz-y)
2011-05-25 22:19:00

Author:
goranilic
Posts: 332


@pookachoo : Thanks for your review ! I understand what you mean about the final boss.
This boss wasn't supposed to be in the level at first. This was (and still is) my second level on LBP, and based on my first level experience, I know that I'll have to plan things berfore I start the creation of the level (I'm too messy to create on the fly). I took pen and paper and start making the basic layout of the level, designing puzzles, and in this version, the level was supposed to finish when you exit the complex.
The Doctor was waiting with his TARDIS on the rooftop and this would have ended the level. But when trying it, it felt that the end of the level came from nowhere. I've added this boss to make something that felt like an end. When creating it I thought that a boss means a threat, and I didn't want to mix threat and puzzles, so I choose the action option. Considering your remark, this was maybe the wrong choice . I cannot make this boss fight more into a puzzle without changing all the boss, so I guess I'll leave it, but I agree and understand with your critisism, thanks for pointing that out !
I'm glad you liked the fact that the level is more about thinking than fast reactions, as it was designed this way.
Again thanks for your feedback !

@goranilic : Thanks for your feedback ! I can see that the bloc puzzle is maybe too hard for a story driven level, but I really like it and won't make it easier. At first, there was no hint & solve buttons, and I did'nt want to give the solution for free and wanted that people think about the puzzle for a few minutes berfore giving them the option to give up.
Players have a sort of love/hate relation with the bloc puzzle, some will remember the level for it, some will find it too hard and sometimes gave up at this point. I'll try to find a solution about this issue, but I won't remove it as it's the main sequence of the second part.
I'm glad you enjoyed the level (soul/body transition, atmosphere), and make it to the end of the level.
I'll give a look at your level as soon as possible (but I can take some time as I dont play multiplayer very often).
Again thanks for your feedback and your kind words about the level !
2011-05-26 10:17:00

Author:
Slurm
Posts: 262


To avoid misunderstanding: removing bloc puzzle is out of the question !2011-05-26 15:13:00

Author:
goranilic
Posts: 332


Good puzzles and funny to be a flying drop. The only thing i would say is that while i was a drop i get stuck and i couldn't do anything but to start over again. The rest of it was good.2011-05-28 00:02:00

Author:
TUL10
Posts: 61


Sorry about that. It appears that sometimes the soul get stuck and I have no way to fix it as it's currently done. I've tried to allow the popit menu but it's really complex and i'm not sure if I can find a way to allow self destruct.

If you see this post, can you tell me where it happens so I can locally fix it please ? Is it durring the spinning wheels puzzle?
Thanks
2011-05-28 00:58:00

Author:
Slurm
Posts: 262


Aahhh this level. I remember this one.

I loved the little "Soul" -> sackbot concept, this was a very cool idea. The puzzle room was a bit over the top. I figured it out, but I was about ready to give up. Maybe shorten the time for the hints? People who NEED those hints probably don't want to wait that long, and considering the people that play LBP, patience is likely to run thin in this level very often lol.

I think the one thing I could say might need tweaking is the actual soul design. I can see it turning now and again, but it really isn't noticable. It just looks like a flat tear drop floating around. It just feels..idk...off. Not sure i can suggest anything to make it look better but the idea itself is still really cool.
2011-05-28 05:35:00

Author:
Nick930930
Posts: 878


thanks for your feedback. I guess I will shorten the time for hints, something like 2 minutes and 4 minutes. I'll try to change the soul also, but it's kind of difficult now. Anyway thanks !2011-05-28 21:29:00

Author:
Slurm
Posts: 262


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