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Sack's Burnt Cavey Adventure

Archive: 7 posts


Good Evening,

I've posted a level a few weeks ago called "Sack's burnt cavey adventure (http://lbp.me/v/cxpqwr)", and I'd love some user feedback. It's got everything that you come to expect and admire from a deadly cave: fire-monsters, spinny things, moving spiky doo-dads, levers and switches that make things move about... it's even got red water pistols!

I just started to add some decorating, I'm thinking that the level needs improvements on the lighting, but I'd love for you all to give it a shot and let me know what you think. If you leave me feedback, I'll be sure to check out your levels and do the same.

Thanks in advance.

http://i0.lbp.me/img/ft/62044c4873affa9043931b40fc408e8751b772fc.jpg
http://lbp.me/v/cxpqwr
2012-07-27 05:16:00

Author:
HeySK
Posts: 54


put in the queue2012-07-27 17:35:00

Author:
biorogue
Posts: 8424


Nice level! It looks pretty good and you have some neat ideas. I think you could refine those ideas a little more, though.
My first reaction: Needs more sound effects! Whenever I switched a switch, it just felt silent. Give me some feedback! Whenever a platform moves, a door opens, a giant wheel of fire rotates, there should be some sound. We're not in outer space!
I also think the level could use a bit more camera work. Placing game cameras in certain areas so I can see where I need to jump can really help. Heck, you should even place some movies cameras when something important is happening so we can see exactly what's going on (I'll assume you know what part I'm talking about here. Y'know...the part where the platforms moved up when I pulled a switch, and I could barely see what was going on at the edge of the screen? Doesnt help that there aren't any audio cues, either! ).
And for a more specific complaint, the very first bounce pad jump seemed like a cheap death. Maybe move the camera up so we can see the moving spikes on the ceiling?
But anyways, good level! I liked the puzzle ideas you have. Just make the experience more enjoyable by adding sounds and cameras and such. Maybe even more decorations!

F4F level in my signature!
2012-07-28 01:24:00

Author:
crazymario
Posts: 657


Funny little level, with some fun mechanisms. Some things could be better though. For example, the big rotating firey wheels will probably look much better if you only set the outer part on fire (And make the inner circle from another material, with some decorations on it. Also, the firey slugs should really be made from a different material than cardboard when you extinguish them 2012-07-28 12:00:00

Author:
Deurklink1
Posts: 346


This is awesome feedback!!!

I love that the advice you've given and have already incorporated more sounds, and movie cameras. I've also tweaked the second area to shift the camera more towards the roof trap and I've brought the level on the bouncy pads down just a hair. This makes it still challenging, but not as "cheap" a death.

I'll definitely implement deurlink's comments about the slugs and I've been meaning to change the spinning wheels too-- I've been thinking about changing that area a bit to keep the pace of the level moving a little more quickly... there's a bit too much "pause time" there as the players must wait out the right time to pass... this is in too much contrast with the previous module where acting quickly is the key getting across the platforms.

Thanks again

UPDATE:

I've updated the level with all the feedback posted here... the spinny wheels have been changed (and the challenge had been increased). The slug texture's been updated. Sound and cameras have been added. and the 3-layer puzzle has been adjusted to make the jumping more fluid and the pistons less visible... I think they were all really good suggestions... Thanks to all!
2012-07-28 21:13:00

Author:
HeySK
Posts: 54


This is rather a nice level. It is very short and does have some issues, but they do not get in the way of playability.

It's more like the small details lack a little polish. For example the visible pistons in the rock. You build large pillars and then go to efforts to conceal the pistons, only to have them visible when the rise. While there is nothing inherently wrong with this, the floor is slightly uneven in a not rocklike way and when the pistons rise it could look more natural like by not seeing the pistons (put them lower in the rock and make the segments that go up longer, or go the other way and make the pistons more pronounced, like have some gears become visible and such.

How they are now it feel like they are accidentally visible that doesn't help with the theme. They are also a little too chunky to comfortably jump up on as they are just slightly too high yo be a simple hop, and not high enough to be a thoughtful jump.

While the stage is short I think it is a good length, but could be longer, but not in a way that makes the stage longer. What I mean by this is you don't need more elements, but maybe some more time to explore potential and add to the theme.

The enemies at the end are an example of what I mean, you introduce them as a concept and when the player understands what to do you don't explore the idea. So I learn to jump them, then I learn I can shoot water and then... thats it.

So keeping the amount of ideas you have is fine just maybe explore them a bit more. Lets say that that bit with the monsters was the first part. I learn what they do, and then find a few more dotted about that I have to jump over/shoot and then maybe I shoot one and it has a bounce pad hidden in it... it still moves but I have to use the bounce pad on it's back to cross a room.

Speaking of the monsters, they could also do with a little more polish, like maybe, if you shoot one the teeth spin around and it looks like it's smiling or something. So again, it's not about making the stage longer or packing more bits into it , but little additions to it like this would really give it a nice polished shine.
2012-07-29 00:21:00

Author:
Mr_Fusion
Posts: 1799


Thanks so much! Please keep it coming. I fixed the piston/rock problem. I totally agree with you on the monsters. I don't think that I have room to include them in an earlier module, but If I extend the level, I think it's a good idea to include them and build on the complexity of the puzzles that they're featured in.2012-07-29 01:26:00

Author:
HeySK
Posts: 54


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