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Brounwhyte Hollow (Semi-spotlighted!)
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http://lbp.me/v/5-2v9v http://i3.lbp.me/img/bl/4238f4bd4f1a8978ef30b7e9db0467e1dde2908f.png Brounwhyte Hollow (http://lbp.me/v/5-2v9v) Hey guys! I've finally published my first LBP2 level, Brounwhyte Hollow. I hoped to make it a short level, but I had some thermo and ideas left for a bit of some (adequately satisfying) intricate gameplay. It does not have any puzzles in it, but it's a briskly paced platformer that's adequately satisfying. Like my previous two levels, feedback is recommended! http://ia.lbp.me/img/ft/14a38c1c383399de865728a9500fc39985856b81.jpg http://i6.lbp.me/img/ft/f160fbf8ef5d066171ee179af01dae571cd1a094.jpg http://i1.lbp.me/img/ft/281557aa992d44ac5e087e959534bde400fd1dfd.jpg http://i6.lbp.me/img/ft/0d6ee51a552d38ad7ced5dcc4bebdc0980347c62.jpg | 2011-10-23 19:26:00 Author: OcamposMoon Posts: 135 |
ooohh, this looks good, queuing now | 2011-10-23 20:09:00 Author: biorogue Posts: 8424 |
played through this earlier today and really admired the fluid game mechanics. Nice to seem some original mechanics applied to a smooth platforming experience. The simple visuals really throw the focus onto the gameplay itself which means if the gameplay was poorly implemented then the whole level would be a drag BUT because the gameplay is so good this proves to be a major strength. Good Job! F4F: https://lbpcentral.lbp-hub.com/index.php?t=64649-A-christmas-carol | 2011-10-24 17:59:00 Author: EnochRoot Posts: 533 |
When I first started playing this level I wasn't sure. It seemed kinda plain. Using only 4 materials and one decoration so obviously can be risky. As Enochroot pointed out, the game play has to be spot on to pull it off. I think you have done that and more with this. Everything just fit, and the simple, but charming, aesthetic allowed me to forget that I was in a level and better enjoy the puzzles. It all worked together very well. I especially liked the extra point bubbles tucked away here and there. I usually hate cut scenes, but the simple clockwork mechanics of the short cuts in your level had me wanting to see what happened in the net one. I found myself actually looking forward to how the next obstacle would reveal itself. I never do that. I do have one criticism, and it is a small one. In one or two spots I found that I had to time my jumps perfectly or I landed on the ledge on the layer just behind where I was, and unable to pass. If that ledge was just a hair higher or ended just a hair sooner, I think it would make some of the jumps a bit more fluid. Very nice level! | 2011-10-25 06:20:00 Author: tdarb Posts: 689 |
@tdarb Thanks for the review. And it's true, the level is too simple-looking since it was supposed to be an experimenting level for myself. Plus, I wasn't planning or expecting anything grand or epic when I made this, that's why it looks the way it looks. | 2011-10-25 16:44:00 Author: OcamposMoon Posts: 135 |
that's not what I meant at all. I think the simplicity works for it in this case. But then I'm a big fan of monochromatic and minimalist levels. | 2011-10-26 04:33:00 Author: tdarb Posts: 689 |
I played this level and it is a lot of fun. VISUALS: This level is neatly polished with well corner-edited materials and material choices. The effects throughout the level are greatly animated with surprises. SOUND: Jayhawk_er did a great job on the music. GAMEPLAY: The platforming of this level is pure genius. The obstacles that changes throughout the level are a lot of fun, and the score bubble usage and secrets are outstanding. OVERALL: This is a really fun platforming level, and I don't see any bugs. Very good job. A yay and heart. F4F Cybernetic Adventures Sigma | 2011-10-27 00:41:00 Author: JustinArt Posts: 1314 |
I was able to play this a few times the other night and was impressed by the generally smooth platforming flow you have in this level. I like these abstract platforming level and they can be hard to do if you don't stick to a cohesive theme. But this level has a great color palette and simple clean lines. The is a lot of in/out/change/reveal type places that were lots of fun to watch the first time around though by the third time through I was noticing that some of the transition sequences were long enough for me to get out of the constant run/jump flow. You keep the level progression very logical and also managed to sneak in some out of the way sections for a quick point boost. I only got to #3 or so on the magically returned scoreboards so I know that I'm missing out on some stuff. The difficulty was on the easier side which is good for appealing to a wider audience but still offers the hidden areas and some tricky bubble combo sections for those looking for more challenge. I did notice that there is a section about 3/4 through the level where you use a bounce pad to shoot up to a higher level. To the left is a safe pathway and just in front of the chute is a platform that will take you on a short ride when you grab it. My fist playthrough I missed the left walkway and instead just took the platform on to the next spot. On subsequent plays I took the left path, activated a checkpoint and dried up some fire sections so that I could jump onto the same movable platform. I'm not sure if I wasn't supposed to land on that platform from the jump chute or if there is some hidden bubbles in the left hand path that I missed. If the player can just land on the movable platform then there really seemed as if there was no point in the left hand path. Otherwise I liked the level, it has good visual cohesion and has some fun run/jump/combo action. Good work. If you are able to give me some feedback on my Halloween themed level (https://lbpcentral.lbp-hub.com/index.php?t=64780-Darkhallow-Homecoming) I'd appreciate it. Thank you. | 2011-10-28 23:59:00 Author: Trindall Posts: 297 |
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