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Craftdesk Speedway

Archive: 14 posts


http://i2.lbp.me/img/bl/b72df62af1979304b3d2b3838666ffc3f103bbd5.png

Craftdesk Speedway is a rather addicting level I made with simple controls, and easy to follow guidelines. Basically, all you have to do is steer you matchbox buggy around hazards, while collecting points. There are three types of arches the buggy can go through, Green for points, Red to damage the matchbox (careful, too much damage and you're finished), and blue to patch up any problems.

Edits made to level:

Blue no longer fixes completely, only one mode.
Successful succession of green will net a combo score
Driving through a Blue with a full health car will now net score
Car no longer glitches, and runs smoothly
Music Sequencer now plays till you leave the level
Frenzy mode will kick in after a certain amount of play time
-----
Changed Scoreboard are to a better fitting decor.
Added a bow to the car
Adjusted Frenzy mode to kick in earlier
Slightly modified objects around track (smoother edges, and a few extra decorations)
Adjusted car to not "drift" when holding down L1 or R1 after changing a lane (should also make the controls clearer)
stopped entrance from briefly being visible on the track
Fixed the problem where players would briefly fall through mid-air, then seconds later go to scoreboard.
-----
Shortened width of gates to a more eye-appealing length, hopefully causing less confusion
Made frenzy mode kick in even quicker
After a certain amount of game play, yellow gates will enter the game, giving an instant 10x multiplier.
Slightly adjusted global lighting


http://i6.lbp.me/img/ft/d265d574061ee62050fde3d136a06954c0fb2a9a.jpg
Enjoy!

P.S. I know the scoreboards are still down for repairs, but hopefully they will be back up soon!

http://lbp.me/v/67exqg
2011-09-11 01:22:00

Author:
Unknown User


This level is really good, with solid gameplay and nice visuals. The blue gates seem to be context sensitive - i.e., they only appeared when I was damaged - and that's really cool. But it needs just a few more bits, IMHO:

More Constraints. Either put a time limit-->Game Ender on this, or make the difficulty increase steadily. I ran it up to 10000 then wrecked on purpose.

Consider a combo meter. Make the value of the green gates increase when a player scores multiple times without being hit. I'm visualizing the logic has maybe two selectors and a 1-shot switch in there. If you want me to sketch something up, let me know.
2011-09-12 19:26:00

Author:
coyote_blue
Posts: 422


I found that at certain points in the level, the controls were unresponsive, therefore I was not able to turn for about 3 seconds. I also found the game pretty hard all together, which caused me to rage quit. lol, good work otherwise!2011-09-13 02:19:00

Author:
Xshaemus
Posts: 60


You have to release the turn button to complete a single lane change, X. Though I admit, I had to learn that by ramming a few things.2011-09-13 05:19:00

Author:
coyote_blue
Posts: 422


Lvl added to my queue.
I'll post a review here after I have played it

Could you please try my levels :
Sackraider Apophis's Scepter - Part 1 (http://lbp.me/v/5k3-t5)
Sackraider Apophis's Scepter - Part 1 (http://lbp.me/v/56w0gw)
And leave me feedback here (https://lbpcentral.lbp-hub.com/index.php?t=63006-Sackraider-3-Apophis-s-scepter-Part-2)?

Thx
2011-09-13 16:42:00

Author:
Maxouze
Posts: 96


Veiwed and Queue'd, this looks good. 2011-09-13 23:49:00

Author:
Denim360
Posts: 482


Thank you for all the advice and tips everyone! i spent a half hour updating the level, so the changes include a combo system (up to 10x, i could make more but was lazy ) and the combo resets if you hit a red. The blue gates will no longer completely fix the car, they will now only fix it by one level. So if you have wires and bolts shooting out, you;ll return to fizzy electric. Also, if you manage to maintain you car's health to full, and run through another blue gate, you'll receive a free 1,000pts for lasting 30 seconds. Also, the level was still pretty easy even with the harder to fix modification, so i added a frenzy that kicks in after awhile, and believe me, it gets harder after you play now. I added "1 Player" to the title, and fixed the music which would stop when the car blew up (because it was on the controlinator. der.) Finally, and most importantly, THE CAR WON'T GLITCH ON YOU! i learned how to make selectors not cycle in a circuit, so you can spam click L1 and R1 all you want, the car will be perfectly fine. However, about the lane changing thing vs. holding to change completely, i'd rather not run up the thermo with complex gadgetry, and the sensors most likely would not function properly unless in the exact lane. Overall, the game runs much more smoother, is more dynamic, and has a more challenging feel to it as you progress.2011-09-14 22:54:00

Author:
Unknown User


Hi

Ijust tried your level.
The graphics is cool, it looks a bit like Micro Machines
Like the other people said, it was a bit too easy, I was thinking of quitting the level, then everything became really more difficult, with a lot more doors to avoid.
That was really cool !!!!
The controls are awesome and the gameplay is good.

Your music fits nice with the gameplay. Too bad it's a bit short.

Very good level man
2011-09-16 16:25:00

Author:
Maxouze
Posts: 96


qeued it also can you give constructive feedback for my level http://lbp.me/v/6-kmqm

and leave it here https://lbpcentral.lbp-hub.com/index.php?t=63374-Need-level-testers-with-CONSTRUCTIVE-FEEDACK
2011-09-16 17:11:00

Author:
AbsurdAj
Posts: 37


Just played your level. I thought it was really fun. The music was nice and fit in with your game perfectly. You probably could ramp up the difficulty quicker. For at least two minutes, there wasn't much challenge. Once it started to get harder, I had a lot more fun. Maybe add another game play element as it gets harder. What that would be I don't know. It might be cool to be able to hop over obstacles. Maybe lasers are lying across the surface of all three lanes and you have to jump over them. I dont know if an In/Out mover would be able to do that. Another idea would be to give visuals clues as the level got harder. The lighting could get darker the further you progess, which might add another game play element.I'm just brainstorming...what I played was very fun and there isn't much that needs to change.2011-09-17 07:40:00

Author:
Greensmurfy
Posts: 300


I played your level earlier today. Here's some stuff that I want to share with you:

+ I loved the way the camera moved at the start of the level. It somehow made the level much more fun to look at. If you could make the camera move around the track for a bit longer, I think it might add to the effect.
+ The controls were simple and clean. That's always a good thing in these kind of levels.
+ It's quite addictive. I only played it twice as I didn't have too much time, but I think I'll play this a few more times when I get bored.

Unfortunately, there was a con too (but hey, without those, there is hardly any useful feedback!):

- The frames of the 'gates' are, in my opinion, a bit too wide: This isn't much of a problem when the amount of gates is small, but when half of the screen is filled with gates, it can become quite hard to tell where the actual gates are. I'd suggest making the frames a bit slimmer, or perhaps, you could make the actual gates stand out a bit more.

My score was 13,965, btw.

As this is an F4F level, I would greatly appreciate it if you could leave some feedback on my level:
http://lbp.me/v/542kjn (LBP.me link)
https://lbpcentral.lbp-hub.com/index.php?t=62896-Last-Days-The-Fall-of-Elithia-Prologue-Tutorial-and-Hub! (Level showcase link. This thread describes three levels, but the level I posted above (which is one of the three described levels) is the one I'd like to get feedback on most)
It's the tutorial/tech demo for an upcoming LBP2 RPG of mine. It will feature top-down gameplay (as seen in the level linked to above), and some side-viewed gameplay, too.
2011-09-17 19:28:00

Author:
Aegonian
Posts: 65


Thank you everyone for all the advice and such, Greensmurfy, i took your bit about adding another element deeper into the game. It is a yellow gate which will allow the player to instantly have 10x if he/she goes through it. I've also shortened the width of the gates (they were a bit too long, but now i'm having a slight overlapping decoration issue which i won't be able to fix till the next time.) I've also adjusted frenzy mode to kick in earlier (since the easy stuff was still too long.) Thank you All!2011-09-18 21:00:00

Author:
Unknown User


Played this yesterday, I enjoyed it. I reallly enjoy this kind of gameplay/survival challenge, but it got really repitive after a bit. Slowly increasing the difficulty would really help. Maybe even adding different powerups. I really like liked how the car moved, it wasn't just a jerky movement. The visuals when the car was damaged was good too.
It was almost too hard too die, making it boring and repetitive. The visuals for the track were also getting a bit repetitive. Maybe make a few different sections, and then emit them randomly. (you might have already I just didn't notice)
Overall it was a good survival challenge that I will be back to play.

As this is an F4F thread, I woud like feedback on my level:
F4F Thread (https://lbpcentral.lbp-hub.com/index.php?t=62613-(LBPC3)-Mansion-of-Music)
LBP.ME (http://lbp.me/v/46dncz)
2011-09-25 21:18:00

Author:
BobtheYoungFish
Posts: 56


How long ago did you publish this? It's very rare that I play a level with a low play count because of it's recent publication. Most of the time they don't have plays for the obvious reasons (they're bad.) If you haven't published it recently, then i'm perplexed as to why Craftdesk doesn't have much more plays than this.

It's devilishly simple, yet wickedly fun.

+ The aesthetics of the stage were really great, lot's of Mm objects. And that's totally cool, it's called Craftdesk, and nobody does craft better than Mm. The camera, and the way it subtly changed were also nice. It added very much to the well polished feel.

+ The scoring system and simple implementation of the gates was great. Brightly colored and easy to see, there was never any doubt as to whether I could or couldn't hit something.

+ It was a great survival challenge that slowly ramped up in difficulty. Don't pay much attention to the naysayers, the difficulty curve is fine. I felt adequately challenged all the way up until my cart based death.


- Psh, nothing man. Aim small, miss small. It's a simple level so you can't really get much wrong. Not to say it isn't addicting as hell though.

Very excellent level. I would happily play anymore small, flash like games, you make. (Perhaps a minigame hub? Doitnao.)

F4F: Containment, Just scroll down to my sig
2011-10-01 22:45:00

Author:
Nightshade_games
Posts: 76


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