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#1

The Escape: Part 1.

Archive: 5 posts


That's the title of my new level, currently with almost 100 plays in less than 12 hours, and with the tags "Fun", "Electric", "Toys".

I'd Love some feedback, I can do 10 F4F's this weekend.

Here's a link about it:
http://www.littlebigland.com/little-big-planet-level/little-big-planet-levels-jan-2009/little-big-planet-level-the-escape-part-1/

Also, I am looking for ideas for Part 2. I have some, but not enough!

-- My PSN: bren13240 --
2009-01-09 17:39:00

Author:
Unknown User


I'm gonna give this one a shot.2009-01-09 23:22:00

Author:
CCubbage
Posts: 4430


Hello Bren, I just finished your level and I thought it was pretty good . It wasn't anything spectacular, but it was solid none-the-less. One thing that I think always subtracts from a level is the inclusion of the pre-made developer items. There were a fair number of these in your level and I think that anyone who has played the single player campaign can easily single them out. Custom-created items are so much more satisfying for a player to experience in a level, because chances are good it's something they haven't seen before. Content that YOU create separates your level from the pack because you can be assured that NO other levels have exactly what yours does. In the future I would stay away from any pre-made stuff, as it's a sign of the creator "taking the easy way out."

*Avoid making things you have to drag or carry (like the switch pieces) out of heavy material. I think you chose wood for a couple of them, and while it was still possible to move them, it was a bit cumbersome. Try to keep things like that pretty light.

Other than the developer items, I'd say your level was pretty good and I enjoyed my play through. If you're looking for ideas of custom content, I recommend having a look at the "Community Spotlight" page. There are tons of examples of awesome user creations there, and I'm sure they may inspire an idea or two .
2009-01-10 04:36:00

Author:
Unknown User


Here are my thoughts:

This game was fun, however it needs work. There are a number of items that detracted from the game:

There was very little originality. Most of the ideas seemed like re-hashes of ideas from the Metal Gear Solid levels (including the objects). These ideas were already done well in MGS. I'm a true believer that it is always better to explore a new idea unless you can do the original better (I don't think that many of us can do better than MM).

Near the beginning of the game it seemed like the idea was stealth, however it seemed impossible to get past the point that says "You've been detected" without being detected.

Many of the surfaces had jaggies. This is fine if the idea is a rock surface, but it just looked a little sloppy.

There was a switch you could pull that said it wouldn't open without overriding the switches. However, that is ALL the switch does. Even if you don't pull the switch until after overriding, it still says the same thing. It would probably be a good idea if the switch was the thing that opened the door, but it didn't work until overriding.

The electric ceiling above the enemies was kind of irritating. It slowed down the play. The player has to sit there and wait for the enemy to not be under the ceiling AND have the brain rotated upward at the same time, so there was a lot of waiting for dispatching easy-to-kill enemies.

The game was incredibly short (you could probably fit your part 2 in there also).

Definately not a bad game, but needs work.
2009-01-10 05:59:00

Author:
CCubbage
Posts: 4430


Thanks for the input. I totally agree with everything, as I see more and more things I could do, each time I play through t. so maybe this weekend, I'll add some stuff and republish it.

Also, the whole "You've been detecting thing" was tacky, I admit, and I have no idea what I was trying to accomplish with that.
2009-01-10 18:08:00

Author:
Unknown User


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