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Graceful Grove

Archive: 15 posts


My first foray into an actual platformer! I have a series of seven levels planned, getting increasingly difficult as they go.

As it stands, this one is meant for beginners, and may not excite veteran crowds. Judge accordingly please.


This is a simple jaunt through a serene waterfall laden area. Some mad men with robots showed up and you're out to clear out all... 8 or 9 of them. As it's far from their base there isn't many here yet... and well. This specific troupes leader is the biggest idiot of the bunch. Though his best creation (The boss of the level) is said to be lurking about. You'll have to face off against that foe if you want to clear the level! He looks and acts similar to another famous stage one boss, though he might have a trick or two up his leafs.. er... sleeves!

Tiki Weed himself has it out for you! What an ominous button!
http://i812.photobucket.com/albums/zz49/IvoYaridovich/APhoto_3.jpg

The mid-point of the level~
http://i812.photobucket.com/albums/zz49/IvoYaridovich/APhoto_4.jpg

This section involves a race to the top as platforms move in and out of the waterfall to be used to stand on.
http://i812.photobucket.com/albums/zz49/IvoYaridovich/APhoto_5.jpg

I don't want to give it all away though, so please have a go and let me know what you think.

Or.. at the very least tell me if it explodes randomly again >.>
http://lbp.me/v/6jnnmv
2011-09-25 06:16:00

Author:
IvoYaridovich
Posts: 88


got it queued man, hopefully, maybe, today I can get to it.2011-09-25 14:07:00

Author:
biorogue
Posts: 8424


Looks quite interesting!
Queued it and play it as soon as possible! :>
(By the way, feel free to play my newest level! )
2011-09-27 19:17:00

Author:
StarrKable
Posts: 196


The pictures themselves look great. So I'm queuing this one up.2011-09-27 20:07:00

Author:
LittleBigDes
Posts: 920


So! Consensus seems to be it's a little short, but otherwise liked. I'll keep that in mind on the next set, and may revisit this one to lengthen it, especially since theres a convenient line to cut the stage at for extending

I appreciate the feedback given, and I shall return the favor in a day or two. Must sleep for now!
2011-09-29 03:16:00

Author:
IvoYaridovich
Posts: 88


The level itself isn't bad at all and it also looks quite beautiful!
I especially liked the boss!
2011-10-01 15:36:00

Author:
StarrKable
Posts: 196


So! Consensus seems to be it's a little short, but otherwise liked. I'll keep that in mind on the next set, and may revisit this one to lengthen it, especially since theres a convenient line to cut the stage at for extending

I appreciate the feedback given, and I shall return the favor in a day or two. Must sleep for now!

Yes definitely. It's a very pretty level. But I felt a lot of the detail was out of the camera view due to everything being so high and big. I left a short review on your level in game. It's a bit too short and sweet. So a bit more variation or obstacles would go a long way.

Also the boss is great and sequenced well. For those that run out of lives it may be best to add an infinite check point before the boss as well as safe zone at the spawn point. I say this as 2 or 3 times I got killed at the checkpoint when I was spawning. This wasted a few of my lives and was not my fault and felt unfair. A dangerous apple would fall at the spawn point killing me instantly before I even landed on the ground. I found this frustrating but it can be easily overlooked. So I would either make a safe zone around the checkpoint to allow the player to spawn safely or make it so the boss does not throw anything above the checkpoint or move the checkpoint somewhere out of the way so a player can jump down back into the boss fight area.

Overall its short and sweet, it looks good and has some nice details with the vines but there's room for improvements. But it looks like a good start towards your series.
2011-10-03 10:58:00

Author:
LittleBigDes
Posts: 920


hi ive played ur lvl a few days ago and i must say its a good start 4 ur first plattforming lvl especially the boss fight
i think this fight is inspired by an old kirby game?! right?! and i like kirby ^^

nice design and obstacle are also good i think its a good start for a lvl series

maybe u wanne check out my first lvl
http://lbp.me/v/40vn2v

so far good luck in the future
2011-10-03 17:14:00

Author:
Z1091990
Posts: 84


Ohhai. I queued this bad boy up while flipping through the level showcase thread. It looked like a good simple platforming level, which LBP is (Surprisingly) lacking in.


+ The music from start to finish was great and added so much to the the vibe. Especially in the boss fight (however make sure the boss music is set to loop because it did stop abruptly at one point.) If you wrote the music yourself, great job!

+ The coloration and material choice in the level complimented the theme and atmosphere well. Not too much else I can say here

+ Funbossfightwasfun. I know it's a little silly, but a good deal of levels are too heavily influenced by games far beyond the capabilities of the Little Big Engine. Boss fights and platforming should be influenced by Kirby and Metroid. Not Crysis and God of War. That's why (even though it is repetitive) your boss fight really shines. The design of the enemy was implemented into the fight. Instead of having a block that says "Boss" shooting fire at me. You really weaved the patterns of attacks into the tree so well. Great great job.


- Frame rate. The water material is a remarkable visual treat, however it comes at a price of being complex in it's animations. I would recommend cutting back on the amount that you have and really just do anything you can to eliminate onscreen complexity. The 3 second timer on the start gate took a whopping 10 seconds to start.

Other than that your level is solid. It couldbe longer. But honestly, boss fight included, it's a average bite sized length for a Little Big Planet level.

Good job, i'll be pimping out this level whenever I get a chance.

(F4F: (Containment.) Feedback is very appreciated.
2011-10-03 21:07:00

Author:
Nightshade_games
Posts: 76


For those that run out of lives it may be best to add an infinite check point before the boss as well as safe zone at the spawn point. I say this as 2 or 3 times I got killed at the checkpoint when I was spawning. This wasted a few of my lives and was not my fault and felt unfair. A dangerous apple would fall at the spawn point killing me instantly before I even landed on the ground. I found this frustrating but it can be easily overlooked. So I would either make a safe zone around the checkpoint to allow the player to spawn safely or make it so the boss does not throw anything above the checkpoint or move the checkpoint somewhere out of the way so a player can jump down back into the boss fight area.

Actually, all the attacks are on a different layer then the checkpoint, and the checkpoint does nothing to chuck you off of it, so you should not be killed by anything on it unless you willingly jump off of it.

The fight is based off of the Whispy Woods boss which is common in the Kirby season, though I tried to make it a little different in his second phase. It was a learning experience, so I wanted something I've seen before to work with before trying to go for full on originality.

The music currently is not mine, I do however have a music studio level where I am remixing and creating songs to use myself so I don't have to rely on others. All the music is set to loop, but I have noticed music sequencers occasionally hiccup when they get to the end and try to get to the beginning of the piano scroll again.

I have noticed that the water seems to be causing issues. I really liked it and based the idea around it but I think when I come back to revamp this level I will be turning the massive waterfall into a network of little streams instead where I can. Biggest complaint in LBP1 was no moving materials for waterfalls! Now I see why they were an issue XD

I think I kinda like the length where it is, seeing as in design it's only one small section of an 8 level series. If people want to play the whole series I'm not sure I want them tied up for days, they might lose interest. I might make a second set where the levels themselves are longer and maybe only stick a boss every few levels. I try to keep the length of bosses in mind.

As for the checkpoints. I personally am not a fan of infinite checkpoints unless the level itself is absurdly difficult or luck based. I'm old school, I really liked having consequences as then beating a game felt sooooo much sweeter. For example, I despised Kirby's Epic Yarn. Not being able to die at all killed any fun that game could have been. I still to this day play the original sonic series from the genesis, as it's a very good mix of difficulty and risk/reward game play. I will however, consider it in the end if it continues being a huge issue for people.

Thanks for the continued feedback. The second level in the series is almost done. Just doing Boss logic and aesthetics now. (Having weird glitch issues with lighting when multiple people are on it though, which irks me.

Edit: Oh, and I forgot, there are 3 hidden prize bubbles throughout the level. Was curious if everyone found them Trying to find them could lengthen the time spent on the level.
2011-10-03 22:12:00

Author:
IvoYaridovich
Posts: 88


I'm gonna go play it right now. Looks fun!2011-10-03 23:30:00

Author:
Unknown User


This level has been updated!


Various Aesthetic Changes have been made.
The Boss now has it's name announced in subtitles.
The Boss has forgotten how to Breathe Fire, and instead breathes a barrage of air puffs to be more in line with his phase one design.
A Camera has been added to make the way to find secret item two more clear.
The Pre-Boss Fight Cutscene can no longer be skipped if more then one person is playing the level by jumping off the platform one at a time.
You should no longer be able to fall behind and under the bosses platform by running off the respawn point prematurely.


Hope this makes the experience here more enjoyable! Thanks for the feedback thus far and I hope the kindness continues ^^
2011-10-08 03:24:00

Author:
IvoYaridovich
Posts: 88


Gonna give it a second try! 2011-10-08 09:10:00

Author:
StarrKable
Posts: 196


Yo. I just played this.

Having read over the thread, I can't say I've much to add. Most of what I thought of during my play has already been said.
The two areas I'd work on, are overall length, and, if you're going to have one, story.
Like, why is this guy bad, exactly what's he doing? Why does he want to feed me to an angry tree? Heh heh.

I felt this was pretty enjoyable, for what it was.
I experienced no issues with the Boss fight, which, I'd say is definitely the main attraction of the level. The rest is fun, but I'd say the effort in the boss fight appears to overshadow the rest of the level, actually.
I'd say the difficulty was really well balanced, actually. After learning the pattern on my second attempt, I won with no extra lifes left, which I thought was great because normally boss fights are just stupidly hard, or a total pushover.

Your platforming bits and whatnot were nice, but nothing out of the ordinary. Would've been nice to see a few extra segments, cause alhough they were decent, there simply weren't enough of them.

Anyhow, a good level, just a bit short.
2011-10-08 22:50:00

Author:
Ostler5000
Posts: 1017


I know it's a bit short, but since it's part of a series I'm kinda loathe to change it. I might add 1 puzzle in later that uses red apples to show they're able to be grabbed for later on but it would be another quick thing. I think the next level gets into clever bits a bit more and might make the first level seem like more of a tutorial stage then anything.

I might reduce the health of the bosses phase 1 bit as it's super slow and gets old quick, and slow down phase 2s attacks slightly since multiple people on it at the same time with grabinators often degrades into who can kill who first on accident fests XD

Oh, and I also made 2 minor multiplayer fixes. Players shouldn't respawn mid race section due to the camera spotting a checkpoint in the distance anymore, and the boss should not longer throw it's counterattack mechanic hard enough for it to bounce back and hit itself with it anymore. The slight lag with more people on it was causing the boss to attack itself XD
2011-10-09 17:28:00

Author:
IvoYaridovich
Posts: 88


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