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#1

She's a Rainbow

Archive: 17 posts


Note: This was published before I was able to F4F regularly. I will now leave feedback for every new feedback I get so long as it doesn't get out of hand. Maybe a few a day?

Here's one of my favorite levels. It's a puzzle platformer featuring some interesting takes on the six basic colors of the rainbow. Enjoy the scenery and face the challenge of just getting to the next room.

Name: 4. She's a Rainbow
Location: Western Atlantic Ocean
Description: Collect the keys as you traverse the rainbow... and there's a saw monster!

http://www.lbpcentral.com/forums/littlebiggallery/images/1950/medium/1_A_Photo_5.jpg
http://www.lbpcentral.com/forums/littlebiggallery/images/1950/medium/1_A_Photo_2.jpg
http://www.lbpcentral.com/forums/littlebiggallery/images/1950/medium/1_A_Photo_3.jpg

If you want a tour or if you end up stuck, feel free to message me.

:eek:
2008-12-20 06:08:00

Author:
mr Radical 5601
Posts: 515


The use of color in this level is magnificent... everything feels abstract, but orderly. I've never seen a level like this before. Despite it's simple shapes, and lack of detail everything is alive and vibrant. I love the use of the music in this level... I haven't unlocked that track yet, sadly, and it feels overpowering to everything else. At first I was going to recommend that you make switches and events trigger a noticable noise, but then I realized it would distract from the omnipresence of the song. It feels like this level IS the music, if that makes any sense.

I played a level by Berg443 called Improvisation #1, that was a full recreation of a Kadinsky paint and used off kilter piano notes to compliment every action... it was definitely original, but this feels like it's own painting, and is quite an achievement in that regard. You have a very unique and visually robust style... the level feels very calm and curious, meant to look at, but at the same time it still has alot of depth and challenge to the play side of it

I really like the themes of the rooms here, and I like hanging on the switches versus just pulling them on the ground. This wheel with the grab switch inside is very cool. I like this part here with the gear mechanism to open the door... and the wheel hub of this level is a very innovative design idea. The idea of a map was also in Improvisation #1, but you couldn't bring it with you like this - that is a wonderful idea.

I like the water spout of points in the garden room up here in the top right of the wheel.

This clock puzzle using the hour, minute, and second hands is brilliant. The glass triangle room after it is also unique, and I haven't seen that done before... normally glass is just meant for falling off edges and going fast. Nice. This next room is very innovative too, and odd - I like it. Took me a few turns to realize what to do. I like how just moving from room to room is a challenge in itself - no one does that.

Another point spout in this glass platform room - I like that too, a good challenge, but not too much. Even the use of point bubbles and how the appear is elegant and tasteful lol Ok, I found the star sticker room, and I have one piece right now. Will come back here obviously. I like this set up so far.

I've gone back right, to the tree room... that's very abstract too, and the only creative use I've seen of the pre-made MM tree. Small to big, inverted and implemented well since they're grabbable. Another nice use of a glass slide here - makes you react differently with your timing tto jump and grab versus jumping over a pit. The rolling pin section here is very unique too. I like that even if you mess up you can still have fun hanging on and swinging around to get back and drop down. Again, a nice look. Great use of layering and depth in this next room - same deal with the glass again. It's the implementation of it that makes it unique.

I'm back up to the middle right, in the blue electric room... this is nice too. I love the blue stickering on that tree and checkpoint. Each room is an entirely unique challenge and a different visual experience that compliments and contrasts with all the others. Interesting egg-wheel - nice mechanics on it as well, and that was a pretty entertaining way to go from point A to point B. There's definitely not enough ceiling swinging in levels. Nice use of it here. I'm glad I didn't try to jump on the spring pad below until after I got that sticker. At first I thought "oh I could have just jumped from there" - luckily I didn't.

I'm in the room above that now. The rolling pins are here again, with the same look, but I like that it almost emphasizes that it's the same concept done in an entirely different way. Which also made me realize the blue electric room used the piston-aztec stone in a different way as the spring room with the blue star piece in it. That seems like a deliberate way to highlight your innovations.

In this skull-room... I wouldn't put a clue there. I don't think the average player will know how to interpret this level to begin with, so anybody who gets here will probably be able to figure it out. Maybe find a way to make the clue a visual one, instead of literal. lol no wonder the orange glass room was so easy on the way in - it's tough on the way out. Good one.

I just went in the room up top, and used the 5 stickers... this next room is nice too. You show me something new every time. I'm not sure wether I should go back down and do the other stickers too; if this leads to the goal or if the other one does.

I went to the star room down below now... realized I forgot about the center of the wheel and grabbed that piece. Hit all the triggers - for some reason the yellow and purple sticker both trigger the pentagon in the center of the star, but nothing triggers the bottom right corner of the sticker triggers.

I really like how the map alludes to the death that awaits me, and how it's foreshadowed by this slow moving checkpoint that circles like the hands of time...

I don't quite like the change here when you drop down below, but I suppose it fits the change in theme... I just died on the boss and I have to restart.

lmao... I am a total moron - here I am doing all the rooms again, and when I got to the 4th sticker I realized I already HAD the stickers. Jesus...

Alright, I finally beat this thing... despite being completely simplistic, it is most certainly a fearsome adversary. Just going near this thing is tempting death - it was tough to keep track of what side I had or hadn't hit - I'm not even sure how many times I hit either side, and it's so difficult to do it. Now that I've finished it, I like this part, but I enjoy the calm and color of the rest of it alot more than when the music changes.

My only minor suggestions are too make the boss a single hit on both switches, add some sound effects to the other switches and dissolve pieces in the level (since the boss and a few others did have it), and maybe work on the looks of the wheel in the center a little. I'd switch the whole thing to a sponge (including the thin pieces that hold the segments together) with a white sticker. Also shrink it just a hair and then recenter it, because there's some spots where the wheel brushes against the side of the level but doesn't when it circles it's rotation to a 180 it's not symmetrical and the narrow contact crushes the player. Even though the final part is bland and rocky to correlate with it's death and doom them, I still think it could be more colorful - I'd honestly change it to all black here, then try to spice up the final check point area because the feudal background seems intrusive and uninspired compared to the rest of the piece. Like I said, very minor details.

Overall, I'd call this level a very expressive piece of art. I'm not sure it will appeal to the typical player on LBP, but I'd recommend it to anybody with an appreciation for the visual arts, and who enjoy creative, outside-the-box thinking in their levels. It's one of the most innovative and visually appealing levels I've come across. This level goes a long way in show and proving that LBP is not only a limitless source of creative tools, but a ripe outlet for creative minds and artists.
2009-01-12 08:42:00

Author:
Unknown User


sounds coolie i'll check this out mate,.2009-01-12 09:02:00

Author:
Thee-Flash
Posts: 3154


Hey mr_radical! I finally got around to setting some time aside to re-play your level. To be hones, my first attempt was mostly met with frustration. I chalked it up to my being tired at that point, but found that my second attempt wasn't sitting well with me either, until I figured a few things out.

I'd like to leave this on a high note, so I'll start with what I found frustrating first and get that out of the way. I really only found three of the many separate rooms to be frustrating. The first was the room with the multitude of glass blocks set up like a 3D maze. I simply couldn't find my way back out of the room on my first attempt at the level, and after 15 minutes I simply gave up. My second go at it yielded the same results, and I figured after another 10 minutes of trying to figure out how to exit the room, I'd just go back to where I came from and see if I missed something. Little did I know that WAS the way out. I was completely expecting to continue to my right to the next room somehow. Not sure quite how to solve this or if I am the only person who had this difficulty. Not that you want to put a big sign saying "HEY... GO BACK THE WAY YOU CAME IN NUMB-SKULL" (that would be me), but I think some subtle clue might help keep frustrated players like myself from leaving the level altogether. Truth be told, if I wasn't reviewing the level for you that's likely what I would have done... which would have been a shame because there are a lot of great things about the level.

Once I did find my way back out, I became frustrated again when faced with the room with the purple rollers and the electrified floor below (the one just after the upside down trees). The biggest problem I found was that there was no camera angle available to even see the safety platform below, in the instance I fell off the rollers and tried to land on it. I could hear the piston, but danged if I could even land on it once because I just couldn't see where it was. Rollers are tough for many players to jump across without at least a few attempts, so again... this is where I fear you may lose some players who lack patience. I think simply adding a camera and pulling out a bit so the platform below can be seen even a little bit would help immensely for those players.

The only other really frustrating room was the burgundy coloured room with the glass platforms leading up to the two switches near the roof on either side of the room. Personally, I find glass frustrating... so take that into account as it's just one of my least favorite materials to walk on. I know it's supposed to be difficult, but I simply found I was spending far too much time in that one room trying to get to either of the levers. I think it may have helped if the actual floor of the room had no glass at all as that is where a lot of my time was spent... just trying to set up to begin my jump from platform to platform. Once you get jumping it's not too bad but if you fail it just seems like by the time I've set up to try again that I've lost my rhythm.

I should also point out that for some reason I just couldn't figure out how to use the map. Maybe I just wasn't thinking clearly, but after looking at it several times I just realized I had no idea how it worked, and it became of little use to me. I'm not sure if a map is even necessary, considering the several times you have to exit a room the same way you came in and sometimes return to those rooms after somethings been unlocked elsewhere. Food for thought I guess.

Other than that I thought your level was really great over all! As a visual person, I really appreciated (and must commend you on) your colour pallet. Everything was very saturated and vibrant without coming across as too hot or being overdone. Not an easy thing to do... trust me.

Your choice of music suited the level perfectly. During those times when I was frustrated, it really helped to keep me calm and cool.

I found all of the puzzles and challenges interesting. Although I've seen a few that are similar in design on other levels, I found yours somehow unique and fresh. I'm not a fan of big hints or puzzles being spelled out for me , so I enjoyed that aspect of your level a lot. I don't think creators should cater to a player by giving big obvious hints, and your level did not "talk down to, or be-little" the player in that sense at all... which is nice to see. I mean hey, if your going to try to puzzle me, then puzzle me right?

I have to say, the overall simplicity of the look of the level was aesthetically pleasing and really helped to make your use of colour work as well as it does. It's a stand-out looking level for sure.

I have to be honest, when I initially read the title of the level I was half expecting to open it up and find unicorns and butterflies floating through the sky. I was pleasantly surprised there was none of that. Upon reflection of the level, I see now that the title you chose is very fitting and compliments it very well.

On my second attempt and first time finishing, I ended up getting to the end without seeing what was past the room located in the upper right side of the level where you need all 5 stickers to advance past that point. I ended up going back and playing again to see what was there out of curiosity, so that's a good sign and should tell you that you did a good job in keeping my interest in the level. I was slightly disappointed though, as on my first time finishing the level I achieved the number one spot on the scoreboard... but after playing again, I didn't even see my name there... only two players names showed up at all.

I was getting the "unable to save profile" message, but I'm not sure if that should affect my score or my history of even having played your level. Weird.

With only a few minor areas of frustration, I really enjoyed your level all in all. From your simplistic design to your fantastic use of colour, you've really created a unique look that I haven't quite seen done before. Kudo's on that!

I definitely will check out some of your other levels in the near future, as I think your sense of visuals is really great and you have some clever ideas. I did check out your relay race level, and although it's not difficult by any means... I thought it was great fun!

Cheers!
2009-02-09 23:18:00

Author:
Rustbukkit
Posts: 1737


About the red glass block room - that one always seems to give people headaches, and i ended up putting it at the end of one of the hardest strands of rooms in the entire level. Yay me. I get what you're saying about wanting to make more forward progression at the end of that room... I've left it alone though because I hoped that players would eventually figure out that none of the strands really had an exit. I figured that a combination of exploration, repetition with the other strands, and the need to get past the sticker key blockades would help guide the player... Then again, if someone were to pick the strand with the red glass block room first.... ouch.

Good suggestion with the purple roller room. Besides leaving the safety platform out of view, the lack of a stationary camera really gets nasty when new players pop in and suddenly change the view, sending you down to get shocked. I'll probably change that the next time i'm on.

Not sure which burgundy glass room you're talking about with the two switches (turns out I've got two of them...) I think you're talking about the one on the bottom floor with lots of small platforms that gives you points. That one's evil. It's also completely optional. I put two rooms in this level that are a huge pain in the *** but will reward the player with an extreme amount of points if you make it.

The map kind of sucks when it comes to getting you from point a to b. It's really only in there to give players a general idea of where the sticker pieces are. I purposely left it kind of abstract to keep in with the theme of the level. I actually thought about taking the sticker out at one point, but i figured that players who were exceptionally stuck would try to return to the map room to look for a non-existent solution to the whole level and end up wasting lots of time.

Glad you like the look and feel of the level overall. LOL at your idea of what the level might be like. I guess it does sound like it could end up in that sort of place... Totally stole the title from the Rolling Stones song...

Thanks for playing
2009-02-11 00:30:00

Author:
mr Radical 5601
Posts: 515


Mind if I review this level? (add it to the queue list for my reviews board)2009-02-11 04:46:00

Author:
Shining Aquas
Posts: 353


Not sure which burgundy glass room you're talking about with the two switches (turns out I've got two of them...) I think you're talking about the one on the bottom floor with lots of small platforms that gives you points. That one's evil. It's also completely optional. I put two rooms in this level that are a huge pain in the *** but will reward the player with an extreme amount of points if you make it.

I'm pretty sure that's the one.
2009-02-11 05:38:00

Author:
Rustbukkit
Posts: 1737


Wow, what reviews. I gotta try this...

Okay I'm back:

Now that I have played it, the reviews here are spot on. I had much fun and enjoyable exasparation trying to get to the top of the burgundy room full of glass too

There isn't much I need to say that hasn't been said except to say I really loved the aesthetics and challenges that this level offers. I actually have played it twice but didn't have the time to finish, but found all of the stickers needed. I look forward to playing again and finishing. I agree with all of the suggestions from reviewers here, and would only add a few more. I would love to see the dark matter used here and there, cleaned up and out of site. It takes away from a very, very pleasant looking and sounding experience. I would also like to see the sponge material in the wheel and the spring inside, dolled up to match the rest of the level. I will definitely try the other levels as soon as I get a chance.
2009-02-17 11:23:00

Author:
mrjoeyman
Posts: 217


awesome. beware the red glass room!

mrjoey, i know there's some scattered dark matter, but any chance you might be able to point me in the direction of some of the offending pieces?
2009-02-26 07:52:00

Author:
mr Radical 5601
Posts: 515


I will do that...2009-02-26 15:09:00

Author:
mrjoeyman
Posts: 217


I have to admit when I heard of this level I was expecting a music level based upon the Rolling Stones song. But it's not, it's actually really good.

First of all, it gives a variety of platforming styles that the user can get used to, simple but fun, and the detail amplifies that. There isn't much detail but that's what makes the level look simplistic, when it's all based upon different sections and the colour scheme is fantastic!

The music is cool, you've used an ambient-sounding track that reflects the level's strange overall look, and it's a great way to use music like that.

I don't think I saw any negatives, the 'collect-the-keys' system was actually really good as well. Overall I think this level is very decent, I like it very much!
2009-06-19 07:26:00

Author:
Breezy-The-Pro
Posts: 134


Pretty cool level.
Some things are a bit annoying, mostly the sections with a ton of glass.
I didn't know what to do in some of them, especially the yellow one with 2 cubes that spit out circles to hit the buttons up top.
Maybe red grab circle could appear after you unlock the centre? Because I was there for ages not knowing what the wheel was for. But it was a cool dynamic for navigation. I had a similar cube set up and just used a jetpack. Much more fun your way.
I didn't see much point in adding stickers to the final star, since you just did that before.
I also think the boss needs a HP bar. I didn't know if I was doing it right. Cool mechanic for the boss though.
And take the 2 lights off the scoreboard. You cant see what placing you get.
2009-06-19 10:12:00

Author:
midnight_heist
Posts: 2513


Breezy and midnight, thanks for taking the time to play my level.

Breezy - that has to be the fastest F4F i've ever gotten. Glad you enjoyed the level. Sticker keys rock.

Midnight - good idea with the red grab circle appearing when the center opens. Not sure how exactly to implement that to keep it moving with the circle but not mess up the rotation. Any ideas anyone? Also, will definitely do something about those scoreboard lights. Those ended up on there to obscure the view of some funny lines behind the board.

Thanks again to both of you... Tell your friends!
2009-06-19 18:34:00

Author:
mr Radical 5601
Posts: 515


Completely Legal Bump for the addition of screen shots! Pics for my other levels coming soon.2009-11-04 00:10:00

Author:
mr Radical 5601
Posts: 515


woah. people actually used to give huge reviews?! maybe they still do, it might just be my levels arent good enough to get them >_> ANYWAYS

this level looks amazing, ill be trying it out tomorrow.
2009-11-04 03:54:00

Author:
gofurr360z
Posts: 886


I'll have to try this.

Your style reminds me of myself. You use simple shapes and don't need much detail. Because the right combinations of materials shapes, stickers, etc can really bring something to life. In other words, custom designs are not always needed to make something look nice.

Also, I love any platforming challenge. Should be nice. ^_^

EDIT: Oh, and I love the name of this level!
2009-11-04 04:15:00

Author:
Unknown User


Beautiful! I almost had it (I think) until that black area with the two buttons. I got to two crashes, then died for the last time2009-11-04 21:42:00

Author:
AresSmith
Posts: 18


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