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|New Spheres| Act I-2: The Sour Apple Path

Archive: 45 posts


Hey guys!

Whew, you know, I never thought that I'd actually ever finish creating this level...but I did it! And I'm actually quite proud of it!

Now a little bit about the story:


This level goes right after the introduction. (If you haven't played it yet -> BAAMM! http://lbp.me/v/yxj7zr) You're travelling with an old friend of Da Vinci to Eve's Forest where there's supposed to be a secret path. (Why does Sackboy has to take this path? I thank you for this question and I'd like to leave this question unanswered.)

http://img822.imageshack.us/img822/3913/einfoto2.jpg

And so he travels through the forest...

http://img266.imageshack.us/img266/1817/einfoto1.jpg

...and he also does climb and throw stuff...

http://img20.imageshack.us/img20/7952/einfotoq.jpg

...until he reaches a mysterious temple which seems to be occupied by nasty spider-creatures with their boss who seems to be allergenic to sack-things and so he uses the statues which also seem to be awesome bosses as well to fry Sack-Thing! And at the end an old friend of yours helps you to enter the secret entrance and when Sack-Thing finally enters the Asylum...oh boy, find it out!

This is a hard level and it's also quite long as it consists of three connected levels.
But I hope you're enjoying it! If you find any bugs or if you have any suggestions: Please tell me! I always try to make my levels as good as possible! :>
And if you liked the level be so kind and give it a nice red heart! A little bit promotion wouldn't be so bad either but I guess that would be over the top!


Greetings,
StarrKable0150/EmilDaRose
http://lbp.me/v/0fb-t5
2011-09-26 16:09:00

Author:
StarrKable
Posts: 196


sounds good, got it queued.2011-09-26 17:46:00

Author:
biorogue
Posts: 8424


Oh, I forgot to mention something important:

Only single player!
2011-09-29 11:01:00

Author:
StarrKable
Posts: 196


This is certainly is shaping up to be a good series that you have here. The choice of materials and decorations was very similar to that of the Eve theme in the game and it's put together well. I particularly like the plants that you made they are quite unique in that they emitt berries or some kind of fruit to be used as part of the gameplay. When I got up to this bit I couldn't stop laughing for a while:

http://i5.lbp.me/img/fl/cf51d6d20815a7979ccdb2a30592eb424d9b8632.jpg
You definitely have a sense of humour and it shows.


To save on back tracking and layer changing I would put one of those berry emitting flowers before this point:
http://i0.lbp.me/img/fl/e4053fa1620e0d9d204eec50d64e7eb9ed5b1ce7.jpg
It's a minor issue though.

Also I did think there was a bit too much layer changing between the trees and sometimes got stuck so you may want to free up the trees a bit more along the way. By the end of the level I was pleasantly surprised and left wanting to play more. But by part 2 it wore a bit thin as I could not get past this bit:

http://i8.lbp.me/img/fl/36854eb5e02fe721fa05c57bc8f79a664ec16ee5.jpg
:eek:You can blame my lack of skill but this cut the level very short for me after several failed attempts, restarts and popping myself. From the camera view it was very hard to see what was to be grappled onto at the top right where you placed an R1 sticker. Even when I used the momentum of my fall to grapple and push me up and over, I still could not see what I was suppose to grapple onto. When I pressed R1 to grapple it didn't latch on to anything. Finally going over the wooden obstacle on the right, only to find that my grapple hook didn't grab anything only to fall to my death again into the water below. I ended up quitting out of frustration and not knowing what I was suppose to grapple onto. Quite a few times the grapple hook physics would get confused when climbing up and grab ontot he left when I wanted the right.

So, that area needs a bit more direction and tinkering gameplay wise for the grappling challenge to play out more smoothly. Also the layer changing between structures and tree needs tweaking as I was snagging them along the way.

Other then that I really like what I've seen so far and would like to come back to finish it, especially if you take my feedback on board and make any changes. I've hearted your series so I come back and do just so <3. The level series is very pretty and has a nice atmosphere and ambience to it and I'll definitely be back. With only 12 plays, seriously, this deserves more.

UPDATE: My level for F4F link is below in my signature.
2011-10-05 16:42:00

Author:
LittleBigDes
Posts: 920


I thank you very much for your feedback as this will help me improving my level!


To save on back tracking and layer changing I would put one of those berry emitting flowers before this point:
http://i0.lbp.me/img/fl/e4053fa1620e0d9d204eec50d64e7eb9ed5b1ce7.jpg
It's a minor issue though.

Yeah, guess you're right. Would save a lot of time and back-tracking, right? :3


Also I did think there was a bit too much layer changing between the trees and sometimes got stuck so you may want to free up the trees a bit more along the way.

Actually this is part of the level to make you feel like in a real forest as there isn't always a clear path, you know.


But by part 2 it wore a bit thin as I could not get past this bit:
http://i8.lbp.me/img/fl/36854eb5e02fe721fa05c57bc8f79a664ec16ee5.jpg
:eek:You can blame my lack of skill but this cut the level very short for me after several failed attempts, restarts and popping myself. From the camera view it was very hard to see what was to be grappled onto at the top right where you placed an R1 sticker. Even when I used the momentum of my fall to grapple and push me up and over, I still could not see what I was suppose to grapple onto. When I pressed R1 to grapple it didn't latch on to anything. Finally going over the wooden obstacle on the right, only to find that my grapple hook didn't grab anything only to fall to my death again into the water below. I ended up quitting out of frustration and not knowing what I was suppose to grapple onto. Quite a few times the grapple hook physics would get confused when climbing up and grab ontot he left when I wanted the right.

Yeah, that was one of the parts in my level I was worrying about the most! I gotta change it and make it more clearly what you have to grab actually...


My level for F4F link is below in my signature.

"Caverns of the Lost"? Didn't I already played and and left a feedback?


Edit: I'm going to update the level tomorrow since I'm very busy today! :/
2011-10-05 17:14:00

Author:
StarrKable
Posts: 196


So, I updated the level!

Unfortunately I couldn't add another fruit-emitter in the first level as the thermometer doesn't allow me to do anything in that level! I'm sorry. :/

And that difficult part in the second level...I guess I've found quite a nice sollution which shows you how you're supposed to do that part. And I also added one more web-grab-thing...I tried it out, it's way easier now! But still challenging as you still need to have some "swing"!

But if there's any bugs or any parts which are too difficult feel free to tell me!
2011-10-06 12:01:00

Author:
StarrKable
Posts: 196


So, I updated the level!

Unfortunately I couldn't add another fruit-emitter in the first level as the thermometer doesn't allow me to do anything in that level! I'm sorry. :/

And that difficult part in the second level...I guess I've found quite a nice sollution which shows you how you're supposed to do that part. And I also added one more web-grab-thing...I tried it out, it's way easier now! But still challenging as you still need to have some "swing"!

But if there's any bugs or any parts which are too difficult feel free to tell me!

LOL I completely forgot that you played my level a while back. oOOPS.

As for the extra fruit, it's a minor so no real urgent need to add one in especially if it's pushing your thermo. Although from what played it seems odd that your thermo would be nearly full. So it maybe a case of checking all the materials that you used in your pop-it from under the star icon. The finding any materials that aren't actaully a part of your theme for example, a rogue piece of dark matter or cardboard that was used in the early stages of it's design. This is what happend with my level and I'm still trying find this rogue dark matter and cardboard in my level and even basic glass.

Another tip for thermo is to put a destroyer on things that the player has passed and cannot back track to. This helped free up my thermo greatly. In my level I destroyed the sackbots intro and surrounding level after players entered the cave, since they could not back track from that point. This is turn freed up a whole notch of thermo. So made it more player/multiplayer friendly before the level really got going.

Since you've made the changes I will go back a play it and let you know.
2011-10-06 13:57:00

Author:
LittleBigDes
Posts: 920


Oh, good idea! Thanks for the hint!
(Gonna put a destroyer on that ship after the intro! :3)
2011-10-06 14:54:00

Author:
StarrKable
Posts: 196


Oh, good idea! Thanks for the hint!
(Gonna put a destroyer on that ship after the intro! :3)

Make sure you connect the destroyer up to a player sensor and place it where the player cannot back track and where the ship is out of view. Set the destoryer to dissapear as a few of the other settings causes a swoosh or breaking sound.
2011-10-07 11:14:00

Author:
LittleBigDes
Posts: 920


I made it a bit differently but the result is the same:
After the sequence where the pirate says 'I gotta go etc.' the ship disappears without any noticable signs or sounds! (So just as planned! )
2011-10-07 11:40:00

Author:
StarrKable
Posts: 196


A little update:

A sequenced song is in work for the part in the temple so the rythm fits to the moving plattforms.

AND I'm working on the sequel! So stay tuned! :3
2011-10-10 13:01:00

Author:
StarrKable
Posts: 196


Sorry for the delay but I have indeed been back to play it. The changes you did to the grappling area in part 2 are a lot better. Still hard not to land in the water though and die after clearing the grapple area without prior knowledge. Best to remeber that players do not nessarily know what's expected of them without prior knowledge, since they did not make the level. So what is easy or obvious to you may not be so to others. The grapple areas are bigger but my grapple hook still grabs onto the left when I'm aiming at the right and visa versa. This may be due to the lack of space, so it gets confused. But with the grapple material being bigger it's a lot easier to spot.

I have not actaully got to the end of your series as soon after the grappling area there is a series of blocks the move in and out. The pattern and order in which they move seems a bit odd to me and a bit of a randon pattern. The time in which they move in and out barely leaves enough time to make and land a jump over to the first one before it pushes you to your death. From what I judged it only gives you 1 second. Problem with this is it takes longer then 1 second the make a jump and land it. So I would change the timing rather then the patten to compensate. It would be a lot less frustarting and playable.

I'll be back.
2011-10-12 15:43:00

Author:
LittleBigDes
Posts: 920


Sorry for the delay but I have indeed been back to play it. The changes you did to the grappling area in part 2 are a lot better. Still hard not to land in the water though and die after clearing the grapple area without prior knowledge. Best to remeber that players do not nessarily know what's expected of them without prior knowledge, since they did not make the level. So what is easy or obvious to you may not be so to others. The grapple areas are bigger but my grapple hook still grabs onto the left when I'm aiming at the right and visa versa. This may be due to the lack of space, so it gets confused. But with the grapple material being bigger it's a lot easier to spot.

Would be nice if you could explain in detail which grapple things you mean 'cause right now I don't really know which ones you're talking about.
(Sorry, my mind is a bit...far away at the moment. ._.)


I have not actaully got to the end of your series as soon after the grappling area there is a series of blocks the move in and out. The pattern and order in which they move seems a bit odd to me and a bit of a randon pattern. The time in which they move in and out barely leaves enough time to make and land a jump over to the first one before it pushes you to your death. From what I judged it only gives you 1 second. Problem with this is it takes longer then 1 second the make a jump and land it. So I would change the timing rather then the patten to compensate. It would be a lot less frustarting and playable.

Actually you just have to jump earlier...when all four blocks are out you have to jump and then you land on the plattform just in time with enough time to move further...
You know, it used to be more slowly but then I thought that you have to wait actually quite long and that would ruin the "flow", you see?
But I guess that the most people wouldn't get that idea...so I'd say I make it slower again. :3
(And the pattern isn't random! :O)


I'll be back.

I hope so! You're one of the few who actually give me feedback!
2011-10-12 16:38:00

Author:
StarrKable
Posts: 196


Maybe I'll run through your level with you and you can watch. You can learn a lot by watching others in your level.2011-10-12 16:42:00

Author:
LittleBigDes
Posts: 920


Like that idea! Would really like it! 2011-10-12 17:13:00

Author:
StarrKable
Posts: 196


There's a custom song now in part 2! :O (So that the rythm of the plattforms actually fits with the music...)
(Credit goes to Pime_Taradox234 for his song "A Bug's Night"!)
2011-10-15 16:45:00

Author:
StarrKable
Posts: 196


k here comes my review!

the good
very nicely done introduction! I liked the names and the boat especially, had nice detail to it
nice details! i like the artistic design, as you've seen from my levels that's something i'm a big fan of so keep up the good work (:
i liked the spider character! nice look, character details are important afterall
i also liked the spiders moving on the webs, nice little touch
solid gameplay with the grabinator, i still havn't figured out a decent way to use those haha
i dug the grapple hook climbing


the bad
some of the hazards felt kind of like cheap shots because they comes so fast and i don't expect it at all, if you wanted it like that great! but if not maybe make some kind of indication
it was a bit annoying having to go all the way back and grab the peach colored jelly(which for some reason gave me a craving for fruit) each time i destroyed one of the objects in my path
the bee's sting attack was only on 1 plane out of the 2 you could walk on, which made it super easy to go past

well i hope this helped out in some way shape or form! (:
2011-10-19 04:31:00

Author:
jjdragon
Posts: 257


Thank you very much for your feedback!
But I've got some questions:



i dug the grapple hook climbing

What do you mean by that?


some of the hazards felt kind of like cheap shots because they comes so fast and i don't expect it at all, if you wanted it like that great! but if not maybe make some kind of indication

I see that you're just talking about the first part, which is actually very easy...and it would be too easy if there wouldn't be a surprise moment, so yes, I wanted it that way.


it was a bit annoying having to go all the way back and grab the peach colored jelly(which for some reason gave me a craving for fruit) each time i destroyed one of the objects in my path

Yeah, I'm sorry about that, but I can't add anything as the thermo is already full.


the bee's sting attack was only on 1 plane out of the 2 you could walk on, which made it super easy to go past

I guess that I have to let the bee attack faster, hm?


well i hope this helped out in some way shape or form! (:

Oh yes! Thank you very much!
2011-10-19 11:42:00

Author:
StarrKable
Posts: 196


Try increasing the bees sting attack to span across 2 layers deep, maybe that would help? Or make two attacks, one on each layer so the player cannot walk past it in a different layer.

Sorry I haven't been on much and caught you on PSN. Hopefully I'll get a chance tonight.
2011-10-19 12:08:00

Author:
LittleBigDes
Posts: 920


Added some nice screenshots! 2011-10-20 15:39:00

Author:
StarrKable
Posts: 196


My first push without any updates! 2011-10-27 11:52:00

Author:
StarrKable
Posts: 196


It was nice going through your level with you the other time, even though we didn't have enough time to do it all. The changes as said before to the grapple area are better. But I still feel the grapple area is this picture is still a bit too low and you can easily be thrown into the water in mind flow (below the R1 sticker to the left):
http://img20.imageshack.us/img20/7952/einfotoq.jpg

The obstacle after that with t he blocks that move in and out, as you could see when I was playing it, I'm not a big fan of the timing of them. Especially the time it takes between jumping, moving and landing and the time that the block moves back out again. It's tricky and all down to the players timing but do-able.

By the time I got over to the next part I was blown away from the custom music and how pretty everything looks and the scenery. Things started to get really exciting. The small details in the spiders on the web is a nice touch. BUT when I got the tiny moving platforms that are in time with the music, the first thing that came to mind was 'OMG I hate tiny fiddly platforms'. The problem with tiny platforms that barely fit one sackperson is that, the game physics can make sackpeople a bit floaty or slippery depending on your usage of the direction stick and momentum from a jump. Making this a bit unfair. So your platform sizes should accommodate that without being too big. I learnt this from my own level when testers had a go at it. An extra square or two added to the sizes of the platforms would definitely improve the gameplay experience.

Once I got past the first section or two of these platforms you then introduced spikes. I found it a bit hard to see the rest of the layout. Maybe is was the camera angle and camera viewing area, so you may want to open it out a bit more so allow the player to see more of the obstcales and to gage the spikes better. I didn't get to finish the level, my tolerance had worn thin with the tiny platforms or maybe I had just played a bit too much LBP lately.

Overall the introduction was very good, I liked the spiders and details and it looks good, but the gameplay experience needs tweaking in areas (in New Spheres Act I - 2 : Sour Apple Path [Part 2-1]). Seems like there isn't much of a break between obstacles but I could be wrong since I haven't got to the end of the Sour Apple levels [Part 2-1]. However, the next in the series, your Madhouse level looks promising if not better then what I have already played. I'll probably come back and have a go at those ones too. From what I've played so far, your series is worthy of more plays and looks like it's building up into a decent series.
2011-10-27 17:23:00

Author:
LittleBigDes
Posts: 920


It was nice going through your level with you the other time, even though we didn't have enough time to do it all. The changes as said before to the grapple area are better. But I still feel the grapple area is this picture is still a bit too low and you can easily be thrown into the water in mind flow (below the R1 sticker to the left):
http://img20.imageshack.us/img20/7952/einfotoq.jpg

The obstacle after that with t he blocks that move in and out, as you could see when I was playing it, I'm not a big fan of the timing of them. Especially the time it takes between jumping, moving and landing and the time that the block moves back out again. It's tricky and all down to the players timing but do-able.

By the time I got over to the next part I was blown away from the custom music and how pretty everything looks and the scenery. Things started to get really exciting. The small details in the spiders on the web is a nice touch. BUT when I got the tiny moving platforms that are in time with the music, the first thing that came to mind was 'OMG I hate tiny fiddly platforms'. The problem with tiny platforms that barely fit one sackperson is that, the game physics can make sackpeople a bit floaty or slippery depending on your usage of the direction stick and momentum from a jump. Making this a bit unfair. So your platform sizes should accommodate that without being too big. I learnt this from my own level when testers had a go at it. An extra square or two added to the sizes of the platforms would definitely improve the gameplay experience.

Once I got past the first section or two of these platforms you then introduced spikes. I found it a bit hard to see the rest of the layout. Maybe is was the camera angle and camera viewing area, so you may want to open it out a bit more so allow the player to see more of the obstcales and to gage the spikes better. I didn't get to finish the level, my tolerance had worn thin with the tiny platforms or maybe I had just played a bit too much LBP lately.

Overall the introduction was very good, I liked the spiders and details and it looks good, but the gameplay experience needs tweaking in areas (in New Spheres Act I - 2 : Sour Apple Path [Part 2-1]). Seems like there isn't much of a break between obstacles but I could be wrong since I haven't got to the end of the Sour Apple levels [Part 2-1]. However, the next in the series, your Madhouse level looks promising if not better then what I have already played. I'll probably come back and have a go at those ones too. From what I've played so far, your series is worthy of more plays and looks like it's building up into a decent series.

Nice feedback!

Now I finally understand what's your problem with that graple area!

The tiny plattforms...yes, it's a bit frustrating but also doable. And I think the 6 Persons who actually managed to finish all three parts are evidence enough!
But I'll try to make the plattforms bigger...

And the area with the spikes...I think I just remove the spikes on the "ceiling" and that should solve the problem...

I'm flattered and it would be nice too if they had more plays...
(Would be nice too if those 6 would tell me how they like the level! Ok, one of them actually left a review but I fixed what he criticized. :3)

PS: You can look forward to Part 2-2! :>
2011-10-27 18:38:00

Author:
StarrKable
Posts: 196


Nice feedback!

Now I finally understand what's your problem with that graple area!

The tiny plattforms...yes, it's a bit frustrating but also doable. And I think the 6 Persons who actually managed to finish all three parts are evidence enough!
But I'll try to make the plattforms bigger...

And the area with the spikes...I think I just remove the spikes on the "ceiling" and that should solve the problem...

I'm flattered and it would be nice too if they had more plays...
(Would be nice too if those 6 would tell me how they like the level! Ok, one of them actually left a review but I fixed what he criticized. :3)

PS: You can look forward to Part 2-2! :>

6 Persons have finished: That's currently less then a quatar that have played it from the beggining. It is really down to player skill and tolerance, but that does not mean it's a bad level. The difficulty could do with a bit of balance in areas for a better gameplay experience. Still a good level regardless. Remember eveyone is different and it's hard to please everyone.

The tiny plattforms: Doesn't have to be too big, just a little bit bigger (1 or 2 small squares)

And the area with the spikes...I think I just remove the spikes on the "ceiling" and that should solve the problem: I meant the spikes in between the tiny moving platforms. They're ok, but the camera angle and view needs to be a bit bigger, so you can see more.

Hope this all helps. I'll be back to play the others.
2011-10-27 18:50:00

Author:
LittleBigDes
Posts: 920


Ah, ok, now I see which part you meant.
I guess I have to make it easier, I'll see what I can do and when I get the chance to do these changes.
2011-10-27 19:05:00

Author:
StarrKable
Posts: 196


Ah, ok, now I see which part you meant.
I guess I have to make it easier, I'll see what I can do and when I get the chance to do these changes.

Levels that are hard can still be fun and engaging to play. So I wouldn't go making it very very easy, that's a no no. There needs to be some sort of a challenge. But I think changing things like the platforms etc will give the player a better gameplay experience. Sorry for so much text in my feedback, but I do like your series and will be back.
2011-10-27 19:12:00

Author:
LittleBigDes
Posts: 920


No problem! I really enjoy them!

Yeah, I see what you mean! :>
2011-10-27 19:24:00

Author:
StarrKable
Posts: 196


Looking forward to playing this, Starr, despite some of the criticism you've received; it looks like you've spent an awful lot of time on this and people appreciate effort in levels, especially when the cool pages are flooded with H4H rubbish.

I'm just trying to find the time to play it...
2011-10-27 19:31:00

Author:
RainbowtipsFort
Posts: 144


Thanks bud! :>

Take your time! There's no need to rush! :>

And as you've probably already read you'll need some time and patience!
2011-10-27 19:43:00

Author:
StarrKable
Posts: 196


Hey Starr, played your level last night so i'm back to tell you how it went!

Okay, so first of all the introduction; you set the scene very well with this and I like that you've tied it in with the story from the main game. However, during the intro, when you first come out at a checkpoint there is quite a long scene of the boat drifting off that seems almost unnecessarily long. Not a huge complaint, but I can see some people getting bored easily.
I'm not that easy to bore, so for me it wasn't a problem!
The next section is beautiful to look at and all the gameplay elements have been expertly crafted. I can see to some degree what jjdragon meant by the "cheap shots", as there was a baddie that jumped out of nowhere and killed me; you did say that giving the player warning would make it too easy, but I don't necessarily think this is true and as it is, it seems impossible to avoid getting killed at this point which may leave your players feeling cheated.
It's a small but important detail. Perhaps you could add a game camera that shows what's ahead...?
Use of cameras is another issue that I came across, or rather the lack of use; in the sections where you have to throw the fruit things at the vines that block your path, sometimes it's difficult to make out where you're supposed to be throwing as the red jelly things in the vines are cut off by the top of the screen, so maybe having an upward tilted camera would help? Otherwise it's a fun mechanic that I quite enjoyed using!

I'm gonna skip ahead as I don't want to repeat what people have said in other posts, but I will reinforce what Des says about the water after the grappling point, another issue that could be resolved with the use of a camera as it does kind of spoil the flow; as it is you've come up with rather a nice compromise by activating the checkpoint automatically, so that was reassuring as I fell to my watery death!

I think I got to the section with the "tiny" platforms, so I don't know if you've readjusted them after what Des said but they in themselves didn't pose much of a problem to me. I was actually having fun!

This was about as far as I got before I had to quit, which I was annoyed at as I was genuinely enjoying your beautiful looking level. Just a few tweaks would make it a much sweeter experience, but all in all I think you've done a terrific job with some nice details (spiders on their webs stand out as a wonderful touch), and overall I enjoyed myself.

Good work, my friend!
2011-10-28 08:02:00

Author:
RainbowtipsFort
Posts: 144


Okay, so first of all the introduction; you set the scene very well with this and I like that you've tied it in with the story from the main game. However, during the intro, when you first come out at a checkpoint there is quite a long scene of the boat drifting off that seems almost unnecessarily long. Not a huge complaint, but I can see some people getting bored easily.

Ahh, yes, forgot to fix that. Thanks for reminding!


I can see to some degree what jjdragon meant by the "cheap shots", as there was a baddie that jumped out of nowhere and killed me; you did say that giving the player warning would make it too easy, but I don't necessarily think this is true and as it is, it seems impossible to avoid getting killed at this point which may leave your players feeling cheated.
It's a small but important detail. Perhaps you could add a game camera that shows what's ahead...?
Use of cameras is another issue that I came across, or rather the lack of use; in the sections where you have to throw the fruit things at the vines that block your path, sometimes it's difficult to make out where you're supposed to be throwing as the red jelly things in the vines are cut off by the top of the screen, so maybe having an upward tilted camera would help? Otherwise it's a fun mechanic that I quite enjoyed using!

Ahh, that's a good hint: Using more cameras.
You know, that was actually my first level (except the movies) and that's why I haven't used much of these gameplay cameras because I simply forgot them!
But Anyway: I will add more of them!


I'm gonna skip ahead as I don't want to repeat what people have said in other posts, but I will reinforce what Des says about the water after the grappling point, another issue that could be resolved with the use of a camera as it does kind of spoil the flow; as it is you've come up with rather a nice compromise by activating the checkpoint automatically, so that was reassuring as I fell to my watery death!

I see what you mean and I'm gonna fix that as well!


I think I got to the section with the "tiny" platforms, so I don't know if you've readjusted them after what Des said but they in themselves didn't pose much of a problem to me. I was actually having fun!

You know, actually I haven't changed the moving "tiny" plattforms yet.
But I guess some can handle it and some don't. (Didn't mean to offend you Des! )


This was about as far as I got before I had to quit, which I was annoyed at as I was genuinely enjoying your beautiful looking level. Just a few tweaks would make it a much sweeter experience, but all in all I think you've done a terrific job with some nice details (spiders on their webs stand out as a wonderful touch), and overall I enjoyed myself.

Good work, my friend!

Thanks bud! :>
I'm glad you enjoyed it!
And I also thank you for your nice feedback! :3


You know guys, it's actually quite a shame that so many get stuck at Part 2-1, as the best comes at Part 2-2! (I just say: Something with a Controllinator and a boss and a shocking ending! :@)
2011-10-28 08:52:00

Author:
StarrKable
Posts: 196


AH! I'm going to have to go back and play it again when I have more time! Sorry if it seems like I criticised more than complimented, but I feel you deserve to know how an outsider sees your level, just so that you can improve and make it the best level it can be!

Also, with regards to the cameras, don't do what some people do and place them just anywhere; think about what you WANT the player to see, and show them what they NEED to see. Good camera angles can subliminally help a player understand your level even if they're just playing it for the first time, making it more enjoyable as it will have better "flow"!

So take heart!
2011-10-28 09:17:00

Author:
RainbowtipsFort
Posts: 144


Sorry if it seems like I criticised more than complimented, but I feel you deserve to know how an outsider sees your level, just so that you can improve and make it the best level it can be!

It's cool!
I understand that and I'm actually glad that you guys tell me what I can improve! That's what I wanted!


Also, with regards to the cameras, don't do what some people do and place them just anywhere; think about what you WANT the player to see, and show them what they NEED to see. Good camera angles can subliminally help a player understand your level even if they're just playing it for the first time, making it more enjoyable as it will have better "flow"!

Oh, don't worry about that! :3


EDIT: I've added a few cameras! Unfortunately the thermo of the first part was already full so I could only add two... :/
2011-10-28 10:54:00

Author:
StarrKable
Posts: 196


I present you the easiest way of promotion:

P.U.S.H.
2011-10-30 16:50:00

Author:
StarrKable
Posts: 196


Just thought that I tell you that Act I - 3 is done!
I'll publish it tomorrow when I've got more time.
(The name is 'Madhouse gone Mad'...curious now? )
2011-11-01 18:10:00

Author:
StarrKable
Posts: 196


Just thought that I tell you that Act I - 3 is done!
I'll publish it tomorrow when I've got more time.
(The name is 'Madhouse gone Mad'...curious now? )

Hang on, I got your key and will test it out later. Oh at the boss you may want to put a red x that marks the spot to appear between the blue circles for the first 2 or 3 so people know what to do and where to stand when it first happens. Then after 2 or 3 times stop them appearing. As when I played it with you I didn't know where to stand or dodge. I only got what I was suppose to do by following you.
2011-11-01 18:18:00

Author:
LittleBigDes
Posts: 920


That might be difficult as the blue balls appear on a random position.2011-11-01 18:23:00

Author:
StarrKable
Posts: 196


That might be difficult as the blue balls appear on a random position.

Oh I didn't realise. Nevermind then. I actually like this the most out of the series so far. Once you've published it I'll definitely give it another go.
2011-11-01 20:01:00

Author:
LittleBigDes
Posts: 920


Well, you learn through dying. You learn the pattern and where to hide the best from the explosions...


I actually like this the most out of the series so far. Once you've published it I'll definitely give it another go.

You see? I'm getting better with each level!

I actually think that I publish it today! I guess I can spend a little bit time!

Here's the link to the new level!
https://lbpcentral.lbp-hub.com/index.php?t=64916-New-Spheres-Act-I-3-Madhouse-gone-Mad!
2011-11-01 20:33:00

Author:
StarrKable
Posts: 196


Hmmm!
Push!
2011-11-04 19:29:00

Author:
StarrKable
Posts: 196


Just finished playing this level and here is my feedback...

+An excellent intro to the level with the steamboat dropping you off on the island and the encountering the magical forest type of environment.

+The change of music seems to blend seamlessly between the different sections.

+A great use of decorations and materials to create an awesome forest.

- The grabable blobs respawn points were sometimes quite a way from the area that they needed to be used, so a lot of travelling backwards.

All in all a great level.
2011-11-04 19:48:00

Author:
MicGorbachev
Posts: 372


The grabable blobs respawn points were sometimes quite a way from the area that they needed to be used, so a lot of travelling backwards.

Argh, again that point! -.-
I'd really love to change that part...but the Thermo! That bloody thermo! :<

But thanks for your feedback!
2011-11-04 20:43:00

Author:
StarrKable
Posts: 196


Okay, the plan was to play through act 1-3 and review that one, but I didn't get that far. I don't normally give feedback on a level I haven't finished, either; although after 30 min of play time I had to call it quits, so bear that in mind.
The intro movie was funny and had a nice little set. I could read everything, but I think for some younger players you might hold the text on screen for an extra second - just on the longer bits.
Act 1-2 starts out pretty faithful to Eve's Asylum, and diverges quite smoothly. Nice looking and humorous. The area with the grabbinators wasn't my cup of tea. Too much backtracking, and doing it to open several barriers in a row just wasn't...fun. I didn't mind all the layer shifts, but the whole thing seemed like we should have a creatonator instead.
After the level link, again, nice progression. It really feels like the underground of Eve's Asylum. Nice sequenced music. I was really wanting to have synchronization with the music and the shifting platforms. It seemed like maybe it was synchronized at first? Not quite sure, but at some point I really noticed that it was out of synch. At the point where I gave up, two rotating platforms, only one of them lined up with the destination platform, but could see which one from the respawn point.
Most of the level was fun and fairy easy, but the very difficult parts and the backtracking made it feel too long for my taste. The construction of the whole level is well executed and appears thought out and finished. Good choices in music and sound effects. Very consistent visual style that progresses throughout - as far as I got. Here's a pic of where I got to:
http://id.lbp.me/img/ft/63d5fe59c31a1aecbc526f733122d24e68de4946.jpg
2011-11-07 04:41:00

Author:
Pookachoo
Posts: 838


Thank you for your nice feedback!

Yeah, like many here already said the backtracking seems to be quite a huge problem. And I just can repeat: Thanks to the thermo I can't add any more of these Jelly-Balls-Spawn-Things!

I actually used a sequenced song to make it fit to the rythm of the plattforms and for me it sounded like it does fit...but I guess it's hard to make it fit actually.

You're the first who got stuck at that part!
But I don't blame you, the level seems to be harder than I thought. Usually it helps if you wait for the right moment because sooner or later you'll be able to get on that plattform...So, what do you say, changing the speed of the rotation would probably help?


It also seems like some people get stuck at that fire plattform which gets extinguished by the drop of water and then lights up again...I tried it myself and it seems like if you accidently jump too soon so the water hits you instead of the candle it destroys the 'logic-circle' and no more water comes. I'll see what I can do there.
2011-11-07 07:41:00

Author:
StarrKable
Posts: 196


I've got new badges for my level! They're way more simple but I also think that you can actually see this time what's on it!

What do you think about them? :>
2011-11-18 17:12:00

Author:
StarrKable
Posts: 196


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