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#1

Take a Breath

Archive: 11 posts


http://lbp.me/v/bq102-

Synopsis:
Help a patient in need! Patient X is having problems with his respiratory system and the doctor needs you to go into his lungs and do some curing! Every second counts.

Side Note:
This level is a trial of educational gamification (teaching through games), I would love to get some feedback of whether or not it's informative.

Thank you
http://lbp.me/v/bq102-

http://lbp.me/v/bq102-
2012-06-03 17:12:00

Author:
Unknown User


Alright, I have played this level, and here's my review. (Please remember two things about my reviews. First, while I will try praising things, my purpose is to criticize, so even if I have a bunch of things I'm criticizing, I'm not trying to be mean whatsoever. I simply want to help improve the level, and I understand if you have a different opinion on some matters I might bring up. Second, I'm reviewing this as I play, so there might be some things I don't get only for me to clarify later in the review, idk)

Alright, so, off to a pretty good start. Although if I were you, I'd move the room you start out in away from the level wall, plus you can see the background appear below the floor, so maybe add more floor, to where it goes beyond the screen. I also noticed that the gravity was off, but it made sense as it was on purpose when I went inside the body. This is a very small nitpick, but if there's any way you can switch between gravity, then that might be worth trying. I did kinda find it funny, entering someone's body, when there wasn't one at all. Again, it's more of a tiny detail like the anti-gravity inside the room, but just adding a sackbot on that bed could work better, and if you wanted, maybe a short cutscene, that makes it look more like you're actually travelling inside the sackbot somehow, kinda like in the story mode, travelling into Higghanbottom.

Now, entering the bloodstream. Starting off, it's alright. I like the concept of throwing syringes at infected cells, even if it takes a few shots to cure a cell. Oh, and of course, having an infected cell informing you to shoot it is helpful, yet I think it would've been more appropriate only to say it once. Every time I ran into an infected cell, it told me to shoot it. I think by adding that speech bubble to every emitted cell that's infected can make things very annoying, no offence. I ended up pressing o a bunch to quit out of the messages, only to lose the creatinator, although I had to lose it to grab the cells any way, so I guess losing it doesn't really matter. Also, I found that there are certain parts where a speech bubble will appear twice, not real sure about that.

Overall, the design in the body is....okay. It was very short, just one small challenge, and the most of it just felt like the same, pink floaty polygon shape with red dots on them, all over. It felt a tad messy, and lacking of other materials. Plus, I think adding some music could spice things up. On the challenge where you have to throw the cured cells in, there are point bubbles assorted at the bottom of the pit. This is another of my sort of "unnecessary" nitpicks maybe, but instead of putting point bubbles there that get crushed after solving the puzzle if you don't get them all first, perhaps you have a switch that automatically gives points to the player, as it seems more rewarding than giving the points away before even doing the challenge. Finally, the notes, while possibly helpful, didn't really blend well with the scenery.

Overall, it's a good start, no doubt about it.

I think things like the level design can be spruced up, and there are little things you want to avoid like making the level wall visible in cases like that. I would've liked to see more variety, as well as some music too. For me, the highlight of the level was shooting those syringes, even if it took a few shots to cure those blasted cells. Repeated messages made things a little annoying, but oh well.

Once again, I'm not trying to be rude, and I hope you found this review helpful.
2012-06-03 18:10:00

Author:
Dragonvarsity
Posts: 5208


Sounds quite interesting! I added it to my queue already 2012-06-03 20:02:00

Author:
Pyrotrooper91
Posts: 337


Alright, I have played this level, and here's my review. (Please remember two things about my reviews. First, while I will try praising things, my purpose is to criticize, so even if I have a bunch of things I'm criticizing, I'm not trying to be mean whatsoever. I simply want to help improve the level, and I understand if you have a different opinion on some matters I might bring up. Second, I'm reviewing this as I play, so there might be some things I don't get only for me to clarify later in the review, idk)

Alright, so, off to a pretty good start. Although if I were you, I'd move the room you start out in away from the level wall, plus you can see the background appear below the floor, so maybe add more floor, to where it goes beyond the screen. I also noticed that the gravity was off, but it made sense as it was on purpose when I went inside the body. This is a very small nitpick, but if there's any way you can switch between gravity, then that might be worth trying. I did kinda find it funny, entering someone's body, when there wasn't one at all. Again, it's more of a tiny detail like the anti-gravity inside the room, but just adding a sackbot on that bed could work better, and if you wanted, maybe a short cutscene, that makes it look more like you're actually travelling inside the sackbot somehow, kinda like in the story mode, travelling into Higghanbottom.

Now, entering the bloodstream. Starting off, it's alright. I like the concept of throwing syringes at infected cells, even if it takes a few shots to cure a cell. Oh, and of course, having an infected cell informing you to shoot it is helpful, yet I think it would've been more appropriate only to say it once. Every time I ran into an infected cell, it told me to shoot it. I think by adding that speech bubble to every emitted cell that's infected can make things very annoying, no offence. I ended up pressing o a bunch to quit out of the messages, only to lose the creatinator, although I had to lose it to grab the cells any way, so I guess losing it doesn't really matter. Also, I found that there are certain parts where a speech bubble will appear twice, not real sure about that.

Overall, the design in the body is....okay. It was very short, just one small challenge, and the most of it just felt like the same, pink floaty polygon shape with red dots on them, all over. It felt a tad messy, and lacking of other materials. Plus, I think adding some music could spice things up. On the challenge where you have to throw the cured cells in, there are point bubbles assorted at the bottom of the pit. This is another of my sort of "unnecessary" nitpicks maybe, but instead of putting point bubbles there that get crushed after solving the puzzle if you don't get them all first, perhaps you have a switch that automatically gives points to the player, as it seems more rewarding than giving the points away before even doing the challenge. Finally, the notes, while possibly helpful, didn't really blend well with the scenery.

Overall, it's a good start, no doubt about it.

I think things like the level design can be spruced up, and there are little things you want to avoid like making the level wall visible in cases like that. I would've liked to see more variety, as well as some music too. For me, the highlight of the level was shooting those syringes, even if it took a few shots to cure those blasted cells. Repeated messages made things a little annoying, but oh well.

Once again, I'm not trying to be rude, and I hope you found this review helpful.

Thanks, I'm working on those notes right away.

As for the length of the level, I didn't want it to be too long as it was just a test to a concept I had (gamification of education). As for the other notes, give me a few days and I'll polish them out.
2012-06-05 07:53:00

Author:
Unknown User


Queued... I'll try it. But can anyone tell me how do you put your level's icon+information (plays, hearts, etc) in a thread? Thanks in advance2012-06-05 09:22:00

Author:
Frenzie
Posts: 308


Queued... I'll try it. But can anyone tell me how do you put your level's icon+information (plays, hearts, etc) in a thread? Thanks in advance

Just put the lbp.me link between lbpmelevelurl tags, like this: http://lbp.me/v/-6c7z9. When you make a thread, there's a box where you can simply fill in the url. When you do that, it automatically makes a tag for you in your post.

You can also go to littlesigplanet, and have them generate an image for you. Useful for signatures.
2012-06-05 11:00:00

Author:
Deurklink1
Posts: 346


It definitely needs music. The game was short it seemed more like a mini than an actual game. I think that if you could produce several of mini games and put them together in one level It would a lot more fun. The concept is one with much room to expand upon. Dragonvarsity was spot on with the review presented. I am a big fan of platformers and I usually rush through other level types, but this time I spent a little time throwing cells.

F4FScarlet on the Dark Side (https://lbpcentral.lbp-hub.com/index.php?t=70271-Scarlet-on-the-Dark-Side&highlight=scarlet)
2012-06-08 23:49:00

Author:
Unknown User


This level had good design for the most part. I liked the low gravity, but I think you should have used a gravity tweaker when you enter the lungs because you are already floating in the patient's room. It definitely needs music, or at least noises of the lungs breathing. I liked the blood; that was a nice touch and I also liked the educational aspect but I think that you should try and explain a little better what is happening with the bad cells.

I think that this level works for what you want it to do, but more attention to detail, better gameplay elements and a bit more length could make this level much more engrossing.
2012-06-10 15:27:00

Author:
Unknown User


Thanks, I'm working on those notes right away.

As for the length of the level, I didn't want it to be too long as it was just a test to a concept I had (gamification of education). As for the other notes, give me a few days and I'll polish them out.

Oh, okay. Well if it was just a test, that's fine. Concepts are always welcome, and no rush on the polishing, just thought I'd bring that up.
2012-06-10 15:35:00

Author:
Dragonvarsity
Posts: 5208


You should really do something about the text messages popping up everytime. You shouldn't put a mgic mouth on the cells, but rather on the environment, on the first time where you encounter the infected cells. Just hook a player sensor to a counter which counts to a max of 1, and hook that to the magic mouth. Now the message will only pop up the first time you get there.2012-06-11 11:04:00

Author:
Deurklink1
Posts: 346


It definitely needs music. The game was short it seemed more like a mini than an actual game. I think that if you could produce several of mini games and put them together in one level It would a lot more fun. The concept is one with much room to expand upon. Dragonvarsity was spot on with the review presented. I am a big fan of platformers and I usually rush through other level types, but this time I spent a little time throwing cells.

F4FScarlet on the Dark Side (https://lbpcentral.lbp-hub.com/index.php?t=70271-Scarlet-on-the-Dark-Side&highlight=scarlet)

Thanks for the feedback, I could go for a series of mini games but should I make it in a way that you choose which one to play from a menu at the start?

EDIT:

This level had good design for the most part. I liked the low gravity, but I think you should have used a gravity tweaker when you enter the lungs because you are already floating in the patient's room. It definitely needs music, or at least noises of the lungs breathing. I liked the blood; that was a nice touch and I also liked the educational aspect but I think that you should try and explain a little better what is happening with the bad cells.

I think that this level works for what you want it to do, but more attention to detail, better gameplay elements and a bit more length could make this level much more engrossing.

Alright, thanks for the feedback. I'm trying to work on adding some art assets to the game, including sounds. Could you tell me what level of detail did you expect with the educational factor without flooding the player with it?

EDIT:

You should really do something about the text messages popping up everytime. You shouldn't put a mgic mouth on the cells, but rather on the environment, on the first time where you encounter the infected cells. Just hook a player sensor to a counter which counts to a max of 1, and hook that to the magic mouth. Now the message will only pop up the first time you get there.

Yep, working on it. Thanks!
2012-06-12 15:19:00

Author:
Unknown User


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