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#1

Wooden Wind

Archive: 6 posts


Wooden Wind is a difficult platformer created using only two layers. The main key of getting through this wooden, electrical death trap is timing your jumps, grabs & releases combined with the use of the mid air steering. Enjoy and good luck!

link to the level is here: http://lbp.me/v/gqthj9

http://i8.lbp.me/img/ft/d885da937731d7b3c4a3722e23b575d83bbc67ce.jpg

http://i1.lbp.me/img/ft/a81a8cfdc3b8ecb4d695850c7ec0f553b34f3cb1.jpg
http://lbp.me/v/gqthj9
2013-01-24 23:24:00

Author:
wheelbbase911
Posts: 54


yikes, queued2013-01-25 01:11:00

Author:
biorogue
Posts: 8424


I left y'all a review, but I got some more feedback.

I'll start with the positives.

It's not often I see a platformer that actually challenges me (not everyone is quite as cruel as bonner123), so this was a welcome change from the waves and waves of visual based platformers we've been having lately. The gameplay was far above the generic 'run and jump' platformer, so kudos.

The art direction was good, but it still had room for improvement.

Now for some small things I weren't particularly fond of.

In some places, you'd die, even though you didn't actually touch the electrified circuitboard. I landed on a platform in the early stages of the level, and the thin slab of wood wasn't enough to protect my sackboy. This isn't your fault, as the game engine obviously ignored the wood altogether, but even I couldn't help but think that the wood was far too thin to stop you being shocked unfairly. I'd suggest going through the level to find any places where somebody could potentially die without a proper reason.

More game cameras would improve the look and gameplay of the level, as there were quite a few places where you couldn't see the obstacle ahead of you. They would also help to get rid of the flatness, because two layers and only one camera angle don't look very good together.

There's an obstacle in the level where you grab a sponge on some string, and swing onto a pair of bounce pads that would go electric and safe every few seconds. It's the one in the second pic of the OP. A sound effect, to warn the player that the bounce pads had become lethal, would be helpful, as the electric lethal effect was barely visible.

I also noticed there wasn't much lighting, and that there were no sound effects in the entire level.

That's just what I think of your level, and if you oppose anything I said, that's fine, we all have our own opinions.

I'll save my F4F for later, because I'm hoping to release a short film early tomorrow.
2013-01-25 04:26:00

Author:
Kaboosh99
Posts: 359


#Promoted 2013-01-25 07:40:00

Author:
LBPSneakPeeks
Posts: 65


Sadly I had to give up on this level. It does look nice and I usually like a good challenge,
but I have to agree with Kaboosh.

Especially to this part;
In some places, you'd die, even though you didn't actually touch the electrified circuitboard. I landed on a platform in the early stages of the level, and the thin slab of wood wasn't enough to protect my sackboy. This isn't your fault, as the game engine obviously ignored the wood altogether, but even I couldn't help but think that the wood was far too thin to stop you being shocked unfairly. I'd suggest going through the level to find any places where somebody could potentially die without a proper reason.

If you have a hard time, just making the jump sequence - and when you finally do so - you die anyway... that's just too frustrating.
I will play it again, after some adjustments have been made, as it offered interesting challenges and a nice design.

Thx,
Lumina
2013-01-28 13:45:00

Author:
Lumina
Posts: 641


So...much...electricity.

To an extent, I agree with some of what Kaboosh and Lumina had to say in terms of gameplay. Yes, the level is difficult, but I don't think it's for the right reason. While I'm inclined to believe most of my deaths were the result of my own inability to play, there was a certain point where I started taking a closer look at the level itself. A good chunk of it was based on landing exactly the right place using bouncepads. The thing is, that type of platforming is incredibly reliant on how the pads are set up as movement from hitting them is less under the players control. True, it is not completely automatic and its good for testing reflexes and such, but I did not get that feeling from here. When I passed some parts, I didn't feel like I did anything differently, it just felt like luck, which in my opinion is not how players should mainly progress.
That being said, I do like that you varied the gameplay some, and I did still enjoy it on the whole.

The visuals looked good, but monotonous. I don't recall much change from one spot to another, either with decorations, lighting, or cameras. Maybe play around with the settings throughout the level and it could add another layer to the overall look.

To comment on the part where the electicity turns on and off (the part Kaboosh mentioned), as well as where the spinning wheel periodically changed directions. I agree that it could use a sound effect or some other indicator, but not necessarily to make it easier. For something like that, the player can just learn the timing for their changes and go from there. But there needs to be more sound effects in general and those would be ideal places to start.

In short, I think its good overall, but could certainly improve, especially with varying the visuals and sound. As for the gameplay, it could use some tweaking but not necessaily a drop in good difficulty.
2013-01-30 04:09:00

Author:
xxMATEOSxx
Posts: 1787


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