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Little Big Planet 2: Extra Stage

Archive: 8 posts


Well, it's been I a bit of time ago since I've published this level, and although I know I should be humble, it's my second level, and I honestly think it deserves at least a bit more attention then it has right now. This is my "extra stage" for LBP2. I got the idea of the "extra stage" from the Touhou franchise, (google it) and since I thought that the ending to LBP2's story mode was a bit more empty than I had hoped for. I don't want to spoil much of it, but it's mostly bullet based. It's also pretty short, but it's my second level I've ever published.

So I hope you guys like it. I had lots of fun making it.
http://lbp.me/v/8dpshv
2012-01-09 03:59:00

Author:
Grovfu
Posts: 12


i will queue it up for ya.2012-01-09 05:17:00

Author:
Tyranny68
Posts: 390


I played it, and finished it.
here is what i think

The good things:
Dialog. The dialog is great!
The boss fight was quite cool.
The story fits.

The bad things:
Graphiclly, its horrible. If you really want the Story Mode quality, it must look better. ALOT better!
The word 'killing' is being used to much. I dont care, neither do kids, but it doesnt connect well with the story.

Suggestions:

Better graphics
Add a 'hit feedback' sound when hitting the boss with the beam. It didnt really feel like i was actually hitting Clive.

I liked it btw. i would heart it if the graphics were a little more impressive.
2012-01-09 13:38:00

Author:
DoomeDx
Posts: 132


I'll give it a go this afternoon after work! Queued up.

Care to give mine a shot, below?
2012-01-09 14:46:00

Author:
Unknown User


This was a solid boss encounter, well done! Lots of nice little details in there (like the shocked look on Clive's face as his ship blows up)

I wouldn't have minded a longer lead-in with Clive's obstacle course...it was short. To me, the giant visible counters along the top look a little out of place. You might try changing the color of the ship for each phase...and it would be nice to get some visual feedback of your laser hitting the ship as someone else suggested.
2012-01-09 20:47:00

Author:
Chazprime
Posts: 587


Interesting concept. While I would agree with most of the comments above, I encountered one problem in the boss fight. I got caught behind the respawn door. I believe it was my final life and when I respawned I got stuck behind the wall you created to hide the glow of the ring. Could have just been a freak thing and I don't know if it happened to anyone else, but I had to blow myself up to respawn, ending my game!

Again, great concept!
2012-01-10 17:40:00

Author:
Unknown User


Hey thanks guys. I do want to admit I used the word 'killing' alot, making it seem not very story-ish. I slacked on the graphics, I can't lie about that. The boss was a bit empty in quality because I over-complicated it with and/or gates, and I facepalmed later to realize I could have used selectors.

The graphics are terrible, but what I was trying to accomplish was the look of the final boss fight in the original story mode, since that was made of green pixel-check and brown pixel-check. I would've added those little hologram waves that appear in the second phase of the negativatron, but I thought the looked really complex. >.< Now that I look, they're not really.

Now the respawn system for the boss was something I didn't know exactly how to fix. I tried my best to make it flawless, but I think I finally found a way.

Thanks everyone. I really appreciate the views this level is getting. (And I kinda want to get that 50 plays badge, but I think I can manage that anyway ^^". )
2012-01-10 20:38:00

Author:
Grovfu
Posts: 12


It was meh until boss fight, which was great, it's like I really played bullethell SHMUP. Also, I wonder if anyone read all these dialogues.2012-01-15 23:58:00

Author:
Unknown User


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