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Communication Breakdown! (x2 player Co-op) [LBPC2]

Archive: 3 posts


Hello and Welcome to Communication Breakdown!

http://i1.lbp.me/img/ft/eb1b7eed6e2a6373b7eb3437555fbd0e46dcf634.jpg

http://ib.lbp.me/img/ft/4eb97b036ce01254e670f3b5a8108a438bd8d66b.jpg
1 player controls the sackbot from here..

http://i6.lbp.me/img/ft/806dd67d1a430a6b311c12fc71c0d5856944d4df.jpg
..and the other player guides them by telling them what to do.

Hope you Enjoy!
http://lbp.me/v/2teyt3
2011-07-26 21:07:00

Author:
tom230889
Posts: 117


Ha, imagine playing this without a keyboard xD

*brings up popit*

2 seconds later..

"Jump!"

This looks fairly interesting though! Once I'm finished with my own entry I might give this a go. Very original, remains to see if it's fun too
2011-07-26 21:35:00

Author:
Mnniska
Posts: 531


/I am bumping your thread instead of editing my message, U MAD?

So I played this level with a friend of mine the other day. It was quite fun actually. The whole idea of the level is actually working pretty well, even if it's definitely not for everyone.
We did find some issues though, let me go through them.

1. The design of the whole level felt a bit unpolished and clumsy to me.
For one thing it is very hard to understand youi're actually changing rooms when going into the elavators, we randomly ran about after the first puzzle for a few minutes before discovering what we needed to do. Perhaps youi could make this a bit clearer by adding a few pointbubbles in each elavator after every puzzle and/or adding a visible player sensor/a sackboy cutout in the elavators? Also I would highly recommend some kinjd of moving animation whilst in the elavators since it's really hard to understand you are actually moving. Pretty clever though, emitting the level like that. Saves both thermo and space :B

I also thought some of the puzzles were a bit strange. The hardest puzzle was clearly the one with the sackbot, and as I remember it that one was placed somewhwre in the middle of the level. Why would you place the hardest room in the middle? Generally I thought the difficulity didn't quite ramp up that nicely. I think you could've started easier and then made it harder.

I would also like a story to give the players some kind of purpose.

Except from those off points this is a very creative level with a bunch of great ideas. I was very close to giving it a heart for the interesting and original gameplay aspects.
Go play it NAOW!
2011-08-04 08:43:00

Author:
Mnniska
Posts: 531


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