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Tips on getting noticed?

Archive: 10 posts


Note: This is not intended to be a rant, an attack or anything of the sort. Please do not argue in this thread. I am simply asking for advice.

I've recently finished work on a new level, published it and set to work advertising it. But, even after making a thread on both LBPC and LBPlanetarium, asking the great Memodrix to record it for me and uploading pictures, it has still only got a meager 33 plays. However, I've seen people who have published their new level and gotten over 800 plays in just over a day!
(The weird thing is that I have a level up with over 1,000 plays, but I have no idea how I got that many plays.)
So I was just wondering, how do you folks get so many plays in such a small amount of time? Anyone got any tips for how I can achieve that amount of plays?
2011-06-12 12:45:00

Author:
FlipMeister
Posts: 631


Key is to make you level apper in atleast 2nd page of coll pages in first 12 hours, here some tips:

-My trick is to play pyou level with friends or some random people in first hours after publish (so far this method didnt fail me)
-As you need friends, try to integrate in community someway ;] friends and people who heart you are usally first who play your level
-Publish level right before activity peak
-Publish it of friday highers the chances
-Makes screens of you level and post about level on LEvel Showcase of LBPC and other forums if you want

At very end, qulity is the most thing that matters, you wont push level that is not well done (or else you are lucky), also context of the level is also very effective, for example new glitches that shock, movies that try to move community on something etc. but for standard levels it's about qulity

I will check your levels
2011-06-12 14:29:00

Author:
Shadowriver
Posts: 3991


I publish my levels at the start of a weekend, or during some holiday period, and keep republishing fairly often for a few days - this gets people to notice it on the new levels page. And to get noticed, a good name (accurate and eye catching) and a nice custom badge are helpful.2011-06-12 18:20:00

Author:
Pookachoo
Posts: 838


I publish my levels at the start of a weekend, or during some holiday period, and keep republishing fairly often for a few days - this gets people to notice it on the new levels page. And to get noticed, a good name (accurate and eye catching) and a nice custom badge are helpful.

Thought they had fixed the republishing exploit. Still, it's a bad way to go.
I've seen people asking all their friends to play their new levels, seems to work for them but some people might consider it spammy.

.
2011-06-12 19:49:00

Author:
Radishlord
Posts: 706


The level theme is also very important. I have made over ten levels and the only one that reached more than 5000 plays was a Pokemon level. Why? Because little kids love Pokemon!

I didn't even republish the Pokemon level that much. It just happened. The level was one of a kind though. It haves a battle system like the one in the gameboy and I made it in LBP1.
2011-06-13 13:06:00

Author:
NeonSudagatz
Posts: 75


It's definitely easier if your level has a recognized brand - Star Wars, Pokemon, Mario, etc. (I have no interest in making brand name levels myself, but I see them do very well). And, as said previously, having a glitch is big on Cool Pages.

However, if you want name recognition, the only way to do that is to produce a lot of awesome levels.

Quantity and quality. At least, that is how I come to remember newer creators. I see something awesome they create, and then not long after that I see something else if theirs come out. Pretty soon, when I see their name, I recognize it it and play it.

I'm a very slow creator, so, I'll never become well known. But I try to do smaller levels, just to keep my name out there. I'm putting out a unique costume level soon, just for that reason.

Good luck.
2011-06-13 16:37:00

Author:
CYMBOL
Posts: 1230


You could dress up your sackboy like an emo/slut and then spam all the Mm picks and story levels with several hundred close up photos of yourself. It really works! Just ask absoluuthanna who has been hearted as an "author" by more than 1400 players, yet she has never actually published a single level in the history of LBP.

(and if absoluuthanna, whoever and wherever you are, you should happen to read this post then I warn you now....one more pic uploaded to my levels and I will not be held responsible for the consequences!)
2011-06-14 10:26:00

Author:
Ungreth
Posts: 2130


You could dress up your sackboy like an emo/slut and then spam all the Mm picks and story levels with several hundred close up photos of yourself. It really works! Just ask absoluuthanna who has been hearted as an "author" by more than 1400 players, yet she has never actually published a single level in the history of LBP.

I'm just so happy MM finally included a delete function for photos.

Well, if you can't beat them, join them. Expect to see lots of emo CYMBOL pics, coming to a level near you!
2011-06-14 14:30:00

Author:
CYMBOL
Posts: 1230


I agree that brand name levels are attention hogs. My silent hill levels are def my most popular series, though I *wish* the popularity would flow to my own IP, my brand levels do get more plays but still. Being an active member on LBPC helps, and posting f4f levels here, and all the other things that have been mentioned (cept sluttin' it up) seem to all work together to drive initial plays... an Mm pick wouldn't hurt either.2011-06-14 17:58:00

Author:
poorjack
Posts: 1806


Huh, so, will the name "Road Rage" be eye catching? just asking, because i'm making a lbp2 game with that title2011-06-15 04:47:00

Author:
TheUltraDeino
Posts: 1274


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