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Battle on 21st Street

Archive: 11 posts


http://lbp.me/v/b243qh

I've been working on this for a while now.

http://i2.lbp.me/img/ft/a62bab7e415d0b2cd19e2d6e6bade391049d6cae.png

Basically, it's a futuristic shooter. It's easy to medium difficulty, because there doesn't seem to be enough shooter levels for us casual gamers. It's simple to play; so simple you can play through the whole thing with two buttons and the left analog stick.

http://i8.lbp.me/img/ft/518deaef4092a7816a7fda6436ec453b2ddf16ff.jpg

This was the first level I've ever published that has any voice acting in it. SharpShot925 and wheelbase911 recorded them for me, and with some editing, they sound pretty awesome and robot-like.

Hope you enjoy!

http://i2.lbp.me/img/ft/2a26c37a7a0bb2656f3e8ba8f2692db59071a11d.jpg
Yay expwosions.

http://lbp.me/v/b243qh
2012-06-17 04:32:00

Author:
Kaboosh99
Posts: 359


Looks cool i'll check it out. Queued.2012-06-17 05:46:00

Author:
Lordwarblade
Posts: 761


Sounds quite interesting ! Adding it to my queue for later ... 2012-06-17 08:05:00

Author:
Pyrotrooper91
Posts: 337


Alright, I have played this level, and here's what I thought.

Well done on the menu, I must say. The moving cities, along with the flashing white lights zooming by do a nice job on setting the futuristic environment, and the moon in the background is beautiful. A nice use of font too, and I like how you get a few tracks to choose from, although I thought the 2 composed ones fit the environment best, which makes sense, since they could've been built to fit the level itself, unlike the story mode music, although I don't want you to think that I'm dissing you for adding the first track, no, it's nice to have that in there, I just like how you threw in the composed ones as well.

The voice acting is good too, but is underused. Perhaps you could get the VA's to do a little more if that's okay, specifically when it alerts you on things like "LOW AMMO", or "LOW HEALTH", that would be a great time to throw in some voiceovers imo. The tutorial is helpful and brief, so you can easily go back if you missed something, although a couple of the subtitle messages might go by a bit quicker than some might like, but like I said, thankfully you can replay it. So I started the game, and it got right into the action. First off, just like in the menu, the city looks great, and I like the designs of the vehicles too. I see that there is a big red bar behind the vehicle you drive in, which seems to represent the trail you leave behind. I liked how you put in the effort to make it animate as you moved your ship around, even though the red bar itself can look a tad weird, and sometimes, a tad bit clunky-looking, when you stand there, sitting still.

The use of health and ammo worked nicely, and never got in the way of things for me. The angle and gameplay were interesting, as it did feel slower than other shooters I've played on LBP. I'm not trying to say that's a bad thing though, as there are no med-packs or anything, and the difficulty ramps up more and more with each set of enemies defeated. Each round has 2 enemy ships, which was an ideal amount, considering you don't have a ton of space to move around, and, unless they're tiny, three enemies could just clog things up.

I see that the ammo is basically the same as the trail itself, a.k.a. red and glow-y. Wasn't too big of a problem, although some times it was difficult to see the holo bullets, mostly when one of the two enemy ships would explode, sort of hiding the bullet in the explosion.

The changing enemies are nice, and they each are real cool, although they're introduced pretty quickly. I don't know exactly how many stages I made it through, (although I definitely know it was more than 10) but I didn't see any other enemy types besides the three introduced in the first four stages. I'm not complaining that there are three enemy types, or that there aren't any power-ups or health packs, no, that's fine, I just think that you could wait a little longer before introducing enemy types, because, judging by how far I got, you see it all by the time you've hit the fourth stage.

I also think it might be nice to at least mix it up later on, although like I said, I'm not sure exactly how far I got, and it's possible you did, I just didn't get that far. But let's assume you didn't do what I'm about to say, then I'd suggest that you mix things up, like have a stage with a second and third class enemy ship, so you'd have to dodge diagonal and flipping bullets both at once. By waiting a little to introduce each enemy type, and mixing them together, it gives the players more to see as they progress, and I think the appreciation for it will grow more.

Here are the main points I'd like to go over, in TL;DR form.

Pros
--------
1. Great design for the city and menu, along with player and enemy ships.
2. Lovely Health and Ammo bars, never a distraction
3. Nice, yet underused voice acting. Add them into alert messages like when you're low on health or ammo, and it'll be even better

Cons
---------
1. You see it all too early on, and there isn't really any mixing of enemy ships
2012-06-17 14:35:00

Author:
Dragonvarsity
Posts: 5208


*Sorry for the bump*

Well, Dragon, you might like to know to know that there actually is a low health and low ammo voice over. There always was.
I was going to add more enemies, but I really wanted to get it published. There will be more in a update soon.
Thanks sooooo much for that awesome feedback. Never had such a long review before. Thanks.

About the bump...
I haven't been able to get on here for a while (you know, caught up in stuff), but I really wanted to thank Dragon.
2012-06-20 12:16:00

Author:
Kaboosh99
Posts: 359


Any time. Also, sorry I didn't hear the voice-overs for those messages, sometimes I like to keep the volume down a good bit, I'll make sure to play it again when I can to hear out for them. ^^ As for enemies, if the thermo doesn't allow it, that's fine, I was mostly referring to the pacing of revealing the enemies. I'm glad you enjoyed my review, and I'd be happy to give it another go, not just to listen for the voice-overs that I accidentally missed, but also in case you release an update, just make sure to send me a message about it.

P.S. No worries about the bump, it's only been 2-3 days, and some people have posted in their thread before when it's been weeks since a new post.
2012-06-20 12:56:00

Author:
Dragonvarsity
Posts: 5208


Argh, my conscience...

I hate to bump, but I might as well. A week since the last post seems reasonable.

There's been another update.

Now there's another enemy ship variation, and two glitches have been taken out.

The glitches that are now gone are the weird noises on the scoreboard, and the glitch that meant you didn't spawn at the scoreboard when you died.

The new enemy ship is white. First it shoots three bullets straight ahead (the bullets come out at once), then three bullets down, then three bullets up. It looks quite different from the others.

That's pretty much it, and Imma say sorry again about the bump. I have to admit, another reason I posted this is because it only has 16 plays, which is kinda disappointing.
2012-06-30 00:57:00

Author:
Kaboosh99
Posts: 359


Cool ! I'll be sure to check it out soon Hope it's more fun !2012-06-30 07:24:00

Author:
Pyrotrooper91
Posts: 337


Thanks for informing us about the update. I decided to give it another go so I could get a good look at this new enemy type you've implemented, plus this level deserves a lot more plays than it has at the moment.

First of all, thank you for implementing my suggestion of better handling some of the pacing. I think it makes the level even more enjoyable, since you progress into seeing different enemy types, not one after another like before. I can definitely hear those voice messages on the warnings, playing it again, and they do fit in nicely. It was a little sad though to see the message at the beginning taken away, I was quite fond of it, but oh well, we all have our opinions, and that's fine.

The new enemy type is pretty cool, shooting out three lasers instead of one. It's also kinda interesting how this kind of ship doesn't move like the others, forcing you to evade the bullets and shoot right in the center. Like I said before, I do like how you improved the pacing of revealing ships, and it would also be cool to see a first class ship mixed with a second class ship, having to avoid rotating bullets, as well as normal ones. Obviously, you're the creator of this level, and it's all up to you. But it might interesting, trying to experiment with different mixes.

I did run into two little glitches though. Here's the first one.

1. Basically, after a while, (I'll have to replay some time to see if it re-occurs, and if so, at what point) the enemy ships still fire at you, and the sounds go off for when they fire, but the same sounds go off between firing, when they don't fire. So, just some audio glitches there I guess.

The second one, well, I'll have to get back on LBP to upload the picture. Can't do that right now, but I should be able to tomorrow. ^^

Also, I'm real sorry how little plays this level's got. It deserves a whole lot more, that's for sure.
2012-07-02 01:19:00

Author:
Dragonvarsity
Posts: 5208


I can definitely hear those voice messages on the warnings, playing it again, and they do fit in nicely. It was a little sad though to see the message at the beginning taken away, I was quite fond of it, but oh well, we all have our opinions, and that's fine.

Oh dang!! The player sensor at the beginning must be acting up again.

By "the message at the beginning", I assume you're meaning the guy who says "welcome"?

I never got rid of it... the player sensor that activates it sometimes screws itself up.

Well, thanks for the compliment and the info, I'll look into it tomorrow.
2012-07-02 01:25:00

Author:
Kaboosh99
Posts: 359


Oh dang!! The player sensor at the beginning must be acting up again.

By "the message at the beginning", I assume you're meaning the guy who says "welcome"?

I never got rid of it... the player sensor that activates it sometimes screws itself up.

Well, thanks for the compliment and the info, I'll look into it tomorrow.

Yep, that's what I was referring to. Thanks for the quick response.

EDIT: Here's the glitch I was referring to. Just minor, and it only happened once for me, but one time when the newest vehicle fell, it didn't explode, but fell to the ground, and moved along with the rest of the road. Not sure what you could do to prevent this very minute glitch though, and if you can't do anything, that's fine, I just thought I'd bring it up. Here's a picture below I was able to snap when this little bug I occurred.

http://id.lbp.me/img/ft/ced883caaa9e549ddcadba6a9b18390528bfa34f.jpg
2012-07-02 01:26:00

Author:
Dragonvarsity
Posts: 5208


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