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Trapped - A survival challenge for 1-4 players *** spotlighted! ***

Archive: 44 posts


Greetings everyone! My first Vita level is finally finished! ...well, hopefully all the nasty bugs are out of it! lol Sorry to have kept all of you waiting for a new level from me. Hope this makes up for it or maybe just reminds you be careful of what you wish! lol


I present to you:

http://ic.api.vita.lbp.me/img/bl/0dcc042222495f5493be49cc97f28562581cf55b.png
Trapped - A survival challenge for 1-4 players (http://vita.lbp.me/v/b2g7z)
You are trapped in an industrial corridor with no way to survive. Your only hope is to bounce and grab your way through the random maze filled with dangers and traps for as long as possible, all while scoring as many points as you can.

http://vita.lbp.me/v/b2g7z

Thanks so much to all my Beta testers not only for finding issues, but giving me some insight for ideas, awesome changes and updates to make this level so much better! You guys were all so very helpful and I cannot possibly ever thank you all enough!! Maybe if I list you all here it might make you feel better since I can't send pizza.

Thanks again to Taffey (tsr13), AmazingFlyingPoo, Gwaeron005, Elvenbane (fullofwin), samiamiamsam (VelcroJonze), LukeCF, Rough_Tea, Imputed7-14, and Syroc. You folks rock!!!

The premise of the level is really simple. SURVIVE!! ...at least as long as possible and gain honor by adorning the top of the scoreboard. I've not even played the live version yet so you have a shot at taking number one for a bit!

It is basically a dual side scroller with randomly generated upper and lower elements coming in to the play area to create the maze to make your way through. There are also point bubbles that make their way down the line as well as a special grab point up above that dispenses bubbles. On in to the challenge, there are special blocks with tunnels filled with prize bubbles for even more points! You also get points just for surviving over time.

The traps / dangers are marked with flashing led lights as well as red markings below them. Grab material is all marked in green. Bounce pads make up the rest of the journey with only the tunnels and grabbable blocks to give you any relief from the bouncing mayhem.

The level will speed up over time and segmented into two stages. Each stage has its own menagerie of custom blocks that randomly come down the line to make your way challenging and also marked by a Stage message that will pop up. As you may have guessed, the second stage is much more challenging and less forgiving. It also contains a few extra challenging surprises. Well, that is if you actually ever get that far. lol

And now a few photos!!

http://www.jwwwebdesign.com/photos/LBP/Trapped/TrappedPhoto1.png

http://www.jwwwebdesign.com/photos/LBP/Trapped/TrappedPhoto2.png

http://www.jwwwebdesign.com/photos/LBP/Trapped/TrappedPhoto3.png

http://www.jwwwebdesign.com/photos/LBP/Trapped/TrappedPhoto4.png

http://www.jwwwebdesign.com/photos/LBP/Trapped/TrappedPhoto5.png

http://www.jwwwebdesign.com/photos/LBP/Trapped/TrappedPhoto6.png

http://www.jwwwebdesign.com/photos/LBP/Trapped/TrappedPhoto7.png


I truly hope you enjoy this! I think it a bit different and totally fun. Please let me know of any problems and I will address them as best I can. I am especially curious to see if there are any issues now with more than 1 player.

Thanks much!!!
jww
2013-02-10 16:58:00

Author:
jwwphotos
Posts: 11383


Oh it's finally published!
I like that you made all grab able material, and all dangers VERY CLEARLY visible. When you get bouncing around, and in the zone sometimes you lose track of what's coming up, and the color coding is a very nice thing to have.
It also looks like you've added a decent bit since I've last played, so I'm going to have to be sure to play this one again!
I already know the level is going to get a heart from me.

Great work Jww! Keep it up!
2013-02-10 17:06:00

Author:
LukeCF
Posts: 790


Here it is!

Well, its a real good survival challenge level... its starts a bit slow so, but it features quite some length it seems, didnt make it very far in my first try, but i really wanna see how long it goes lol... the zik-zak points are still hard to chaincombo, but its better than before... i wonder if straight vertical lines, would have worked better.... badge looks kinda meh i have to say, but i still hope u get alot of plays with this one.. it sure is really high on a Top Survival Challenge Level List for LBPV.

I definitely coming back to this level, i might wait for someone to play with, if u want i can tell u bout it. Really wanna see this 2nd Stage ^^ and it sure is a level that will be even more fun in mp. (Why did u tag it with Singleplayer anyways?)
2013-02-10 17:53:00

Author:
Rough-Tea
Posts: 422


Still working on the badge... not totally happy yet. Always looks better while in create than when published. lol

You can chain combo better if you do every other one rather than from left to right, but yeah.. nothing is perfect. Better than it was before and appreciate the suggestion to get it to what it is now. Especially a challenge considering what type of blocks might be in your way. Sometimes I do best if they are somewhat closer together and just bounce up and down to get them all. I like the pattern as it is intended to distract you from the traps that might be coming up. muhha hahaha haah hah .

I like it a bit slow at first as sometimes you can get really nailed depending on the random blocks and not used to it yet. I think I have each segment before it goes a bit faster at around 90 seconds. The indicator on the back wall towards the left helps you monitor that.

The second stage is quite fun and much harder. The last photo above is from the 2nd stage.

..and I really didn't mean to tag it with single player!! Wow.. I guess I did!? Probably an accident via the touch screen. Then again, I never can understand those silly tags. Single player I suppose means only one player and multi player means more than one can, but it also makes me wonder... single players can't play or what!? lol

Thanks for playing as well as the input!!!
2013-02-10 18:12:00

Author:
jwwphotos
Posts: 11383


This is my favorite survival challenge on lbpvita now. So fun and challenging but worth every chance you take trying to get those delicious combos.

The random power up and power down mechanic plays such a huge factor in this, and is what sets it apart from most of these type levels.

The random generated environments is genius, and negates the urge to memorize the level design. That is so cool!

I have only gotten to stage two as of yet, but I love how the difficulty gets amped up with the bouncepads being slightly angled.

I must get to stage three, and I will.

I downloaded this, and noticed how big it was. Almost 3 mb. That is huge. How much thermo did you use?

I barely used a quarter in my little challenge. lol.

Great job JWW! Hearted. <3
2013-02-10 19:58:00

Author:
VelcroJonze
Posts: 1305


Thanks so much VJ! Quite an honor reading such wonderful comments!

First off.. there is no Stage 3. I was going to, but decided not. I might revisit that and do a new version that include one in Trapped II. lol However, there IS some additional goodies that happen later on that make up for a lack of a third stage. I never could get that far in testing and just had to change the tags on the main sequencer to see all that madness. lol

I think my thermo is maybe a bit over half. Most of the level is emitted and destroyed to keep things tidy and saves a ton.
2013-02-10 20:11:00

Author:
jwwphotos
Posts: 11383


It must be Survival Challenge week or something lol

Anyways i replayed it in mp and its far better ofc, we didnt get thaaaaaaaat far but this level really shows a high replaybility and im glade u put some effort in to deliver enough content.


Still working on the badge... not totally happy yet. Always looks better while in create than when published. lol

I know that, i made some badge for my tetris survival challenge and it looked so dark i redone it, brightened it up and it still looks very dark as a badge... weird.

I have to say, this level got bumped relative quickly, but that badge doesnt look so promising, as u can rarely make out what it is, i hope that doesnt break your neck, in terms of not getting on the first page of the cool pages.. since this level would definitely deserve a few 1000 plays.. (man there are sometimes so awful levels with over 3k plays, mostly cause the badge looks nice lol) and it would do the level good in terms of replaybility since theres some highscore rivalry goin on...
2013-02-10 21:56:00

Author:
Rough-Tea
Posts: 422


lol... must be!

Yeah.. I tried to brighten the badge up some more and it either washes out or looks dark. I will try again later.

Not that worried about the cool pages. If they are anything like they are on LBP1 or LBP2, I would almost rather stay far away. My biggest pleasure is for those that really love fun levels to give it a shot and really enjoy it.. and maybe even try and snag the high score which I just did a bit ago. lol

Thanks much!
2013-02-10 22:51:00

Author:
jwwphotos
Posts: 11383


Hey
Ok so I'm the worlds worst at platforming and timmed jumps so this level really isn't for me, after seven attempts I have up lol, so I can't really offer any ideas about game play because, well, I didnt really see too much lol

I do how ever have a fee suggestions: the idea of pullin the levers is a little bit I a cop out and quite cumbersome. Couldn't work out of I had to keep pulling the green lever for more info or if it was on a reaaaaaly long sequencer, but why not utilise the touch and have you touch an info icon in a menu to make thinks look more slick? Same for the score board camera and start game?

I'd also suggest findi g some different music? I just wrote I nice bit of dance music that could fit in well in there perhaps ( though it's on my team picked level so alot of people may well already have it or atleast have heard it) if you would like it dude, just add me and I'll send it to you

Sorry I couldn't comment more on the game it's self, but my dog would probably et further on it than I would, and he HATES computer games !!
2013-02-10 23:03:00

Author:
Shade_seeker
Posts: 328


Cop out? lol I like that.

Yeah, I could have done the interface a bit more snazzy along the lines of an app, but as it is a pure platformer I tend to dislike messing around with a phone style app menu system before getting ready for timed bouncing and other mayhem.

That being said, I did think about possibly swiping the screen to advance the instructions, but as you would only go through those once if ever, I didn't bother.

Appreciate the offer of the music!! I think if I were to have a custom one I would do it myself rather than an already known work. However I really do thank you for that. Most kind!
2013-02-11 00:19:00

Author:
jwwphotos
Posts: 11383


You're very welcome my friend

The reason I suggested the touch screen was to try and stream line things....it was a big 'faf' to have to keep going to the score board every time I die, press start to skip and then press re try, re do the switch and all that so, what I was thinking was, why not do a 'start again' or 'quit' feature.... If you die,you can choose to restar the level ( as in start straight back at the beginning of the jump pads, or quit to enter your score on the score board. If it was more stream pinned and less awkward then I may have stuck at it longer.
2013-02-11 09:48:00

Author:
Shade_seeker
Posts: 328


OH!!!

I now see your point! I shall think on that and maybe include that as an upgrade. Very nice idea!

Thanks so much for helping me understand what you meant. I at least keep you out of the range of the blah blah blah so you can dive on in, but that might be better. Maybe some others can weigh in on what they think. So nice to have so many creative friends out there to discuss the finer points.

Thanks again!!!
2013-02-11 13:45:00

Author:
jwwphotos
Posts: 11383


You're welcome! Always happy to give you my thoughts, never found it hard to offer crytisisms 2013-02-11 21:46:00

Author:
Shade_seeker
Posts: 328


Yes! Ive been waiting for this! Ill play it right now... 2013-02-12 02:17:00

Author:
gamerguy5432
Posts: 333


Awesome Survival! The random freature and the concept is simply AWESOME! : )
Me gusta!
2013-02-12 02:50:00

Author:
Pulparindo15
Posts: 334


Yup queued. I think I've played pretty much every level you have, why stop now? ^^

Edit:

Just gave it a whirl, don't often play survival challenges, think the sifting thru a sea of them when I first played LBP put me off!

This was lots of fun, I did unfortunately die from going into the back layer twice >.< if your on the way up past the base of a power up you get put into the back layer. Didn't notice the first time what caused it, actually didn't spot the power ups at all on first run (was wondering how you were meant to get to some of those points caches!).

Died from natural causes on third play, those tilted bounce pads and no hook makes things go hairy fast lol. Good fun
2013-02-12 22:44:00

Author:
Masseyf
Posts: 226


! Bounce bounce bounce good survival challenge. It remember me Jetpack for ios! I think you must make a menu to start the game. I don't like the intro... But I think the game is cooooool good work sir!2013-02-13 14:52:00

Author:
Dentonik
Posts: 12


Glad you like it!

Appreciate your thoughts. I might do that sometime or maybe in another version such as Trapped II.

Thing is... Tarsier doesn't make a menu to start levels do they? Especially in An Appetite for Metal though you can survive. They only do it in the arcade / phone app style games. Not ones with a sackboy that I can recall. I just feel it sends a mixed message if you do that.

Can I do it? Sure, but not sure I understand why I "must" do it. I feel it is a forcing a standard because you can, not because it makes much sense.

Thanks again!
2013-02-13 15:33:00

Author:
jwwphotos
Posts: 11383


Glad you like it!

Appreciate your thoughts. I might do that sometime or maybe in another version such as Trapped II.

Thing is... Tarsier doesn't make a menu to start levels do they? Especially in An Appetite for Metal though you can survive. They only do it in the arcade / phone app style games. Not ones with a sackboy that I can recall. I just feel it sends a mixed message if you do that.

Can I do it? Sure, but not sure I understand why I "must" do it. I feel it is a forcing a standard because you can, not because it makes much sense.

Thanks again!

I never noticed that in their levels, but I think that is a perfectly acceptable reason as to why you don't have a menu. This challenge is one that focuses on your skills as a sack person, so why would you hide your sack person?
2013-02-13 18:42:00

Author:
LukeCF
Posts: 790


I never noticed that in their levels, but I think that is a perfectly acceptable reason as to why you don't have a menu. This challenge is one that focuses on your skills as a sack person, so why would you hide your sack person?

Thanks for that.

I've seen several survival challenges on Vita have a menu of sorts, but I just feel it sorta swaps my hands and my brain a bit out of position for what is about to come. I like limbering up a bit.. lol

Though I can see maybe changing the instruction phase a bit to be more touch pad like. Maybe swiping to change screens as well as simply changing based on a timer. Then again instructions is a bit of a novelty anyway since most of the level is pretty intuitive.
2013-02-13 19:01:00

Author:
jwwphotos
Posts: 11383


Well, I got on your top ten today finally. Didn't get to stay in level 2 for too long, but I was enjoying myself. After playing for a few times level one seems to kinda drag on for a bit, not gonna lie...2013-02-14 05:09:00

Author:
LukeCF
Posts: 790


Wonder if Stage 1 should be shorter or maybe add a few elements to that.

Hate to mess up the high scores though. Dang... decisions...

Appreciate the input!
2013-02-14 22:49:00

Author:
jwwphotos
Posts: 11383


Hate to mess up the high scores though. Dang... decisions...

Theres not much going on anyways, so dont bother with that, if u want to bring more balance and awesomeness into the level.

I will return anyways and defend my first rank
2013-02-15 18:42:00

Author:
Rough-Tea
Posts: 422


Theres not much going on anyways, so dont bother with that, if u want to bring more balance and awesomeness into the level.

I will return anyways and defend my first rank

And I will return [later] to challenge his first rank!
2013-02-15 19:29:00

Author:
LukeCF
Posts: 790


Yeah.. I think I will make some additions. After playing so many times, I am not totally happy with stage one, especially towards the end. I thought the points tunnels were enough of an addition, but maybe not. I did have a few other wacky ideas and one or two might have to make its way in there to keep it interesting.

Appreciate your comments. I shall work on some changes this weekend and let you know when I have it updated.
2013-02-15 20:29:00

Author:
jwwphotos
Posts: 11383


Huge update!!

First off Spotlighted!!! YAY!! Thanks everyone for all you help and input! Very cool to hit another one out of the park after such a long break between creating.

Next up.. CHANGES!!

1. A few new upper and lower sections that come down the line in stage one to make it a bit more interesting.
2. The auto points giver changed. Was 100 points every 15 seconds. Now that amount changes per each time segment with additional bump in points when hitting stage 2. Still given every 15 seconds, but basically the longer you last the more points it is worth.
3. Time between zig zag bubble chains is now a bit less.
4. The same trigger that makes the prize bubble tunnels show up now eliminates the boring straight flat pieces that you see like when you first begin. Though that might mean a bit more difficulty with what they are replaced with.

A few other changes in the works. Hopefully the above to be published yet this evening. The rest in the next few days.
2013-02-17 23:40:00

Author:
jwwphotos
Posts: 11383


First off: Your level is updated? Like as in already updated? If so I MUST go play it again!
Second off: Congrats Jww, the spotlight didn't surprise me in the least.
2013-02-18 02:52:00

Author:
LukeCF
Posts: 790


Close, but still testing. I may have gone too far so I need to dial a few of the new pieces back.

Stay tuned and I will let you know when I publish the new changes. MIght be sometime tomorrow as I ran out of time again tonight...

..and thanks!

Oh dang!! I forgot about your level in progress test! Sorry!! We had family over all weekend and when I picked up the Vita I only thought about making changes to my stuff. I will mess with tomorrow and get back with you asap.
2013-02-18 03:03:00

Author:
jwwphotos
Posts: 11383


It's no big deal there Jww, I actually did a slight update to it today anyways, so I guess the fact that you've waited isn't a bad thing!

And if you want any feed back to your changes, I'd be more than happy to test them out for you
2013-02-18 03:15:00

Author:
LukeCF
Posts: 790


Trapped now updated!

1. A few new upper and lower sections that come down the line in stage one to make it a bit more interesting.
2. The auto points giver changed. Was 100 points every 15 seconds. Now that amount increases per each time segment/speedup.
3. Getting to Stage 2 gives a 1000 point bonus.
4. Extra trigger to eliminate the initial default pieces after first segment speedup and gives other new pieces.
5. One more points giving chicken feeder block in the mix.
6. Plasma balls are now much faster to make them easier to avoid. (plasma balls? There were plasma balls!? Yup... even more stuff later!!)

Currently working on another little bit of mayhem for possibly later in the game if folks make it that far. muhahahah hahahah!!!
2013-02-19 03:08:00

Author:
jwwphotos
Posts: 11383


I'll have to try it later!2013-02-19 03:32:00

Author:
LukeCF
Posts: 790


Yet a few more updates. Just lost the balance on that last update so I published two more versions to make it a bit more fair. First try wasn't quite there so I did another few tweaks and after testing, it seems much more balanced while still giving that white knuckle feel. Well.. except for right at the very beginning.. that is just to lull you in to thinking a cakewalk is about to begin. lol

Change list

1. Added yet another interesting, but non lethal block to the bottom in Stage 1.
2. Tweaked the time per speedup segment adding 10 seconds per segment.
3. Changed randomizers max time on and off to try and help mix it up a bit more.
4. Auto points giver time reduced from 15 seconds to 10 seconds.

I think that might do it! I was back around my highest score and could have gone a bit further, but I got greedy.
2013-02-19 21:19:00

Author:
jwwphotos
Posts: 11383


I was back around my highest score and could have gone a bit further, but I got greedy.

Oh, u got close Well i really wanna get as far as i cant, to see how crazy it gets...

It would be funnier if there would be more competition about the highest score... i still think u made a mistake by not using a more eye appealing badget... i know u dont care about the cool pages and stuff... and i dont blame u... but i saw your level down at the first page and with a more promising badge i guess u would got 1k -2k plays... i watched this a couple of times now... im quite sure about that... well but i know your attitude about that stuff and all... but... well... i dunno lol... its not about the plays, its not about this and that... its just about having fun creating... but.. who doesnt want as much people to see their "work" as possible? I didnt get that point tbh... i would have loved to see your level getting played like mad...

Well its cool, how u try and balance the level with updates...

Edit:

The updates are awesome, the layout of level 1 totally changed and its much better now... i actually played this in 3 player mode now, was fun lol (im rank 1 on 1p, 2p and 3p now ^^):

http://img405.imageshack.us/img405/2170/20130220222108.jpg (http://imageshack.us/photo/my-images/405/20130220222108.jpg/)

P.s.:

I still sometimes fall "through" or "behind" the level.
2013-02-20 17:44:00

Author:
Rough-Tea
Posts: 422


Phew, played it again, and pleased to say I got a bit further I am now ranked 140!!!!! Bow down the the master of platformers that is shade_seeker played it a few times, actually enjoyed it the first time round, didn't get anywhere the second and third time though looks nice, nice idea
So is all the map randomly generated? It looked the same each time I played, but as I said, didn't get very far the 2nd an 3rd time so couldn't be sure.
Agree with rough tea about the badge, just looks un polished, but heck, if you don't care about plays, why even publish it?

Nice to see you are constantly updating this, it's a sign of a good creator, (that or some one with OCD)

Any plans for a new project?
2013-02-20 22:41:00

Author:
Shade_seeker
Posts: 328


LOL!! I like the badge!!

..appreciate all the comments. I will answer them a bit more detail later, but just got home. yay!!


Edit: Well.. I might change the badge a bit. I am so used to the larger PS3 badges that what I was doing "should work", but I suppose boiling down my idea to a stronger icon wouldn't be so bad. I started playing with a few thoughts last night and maybe have something later today.


Oh, u got close http://www.lbpcentral.com/forums/images/smilies/1/biggrin.gif Well i really wanna get as far as i cant, to see how crazy it gets...

It would be funnier if there would be more competition about the highest score... i still think u made a mistake by not using a more eye appealing badget... i know u dont care about the cool pages and stuff... and i dont blame u... but i saw your level down at the first page and with a more promising badge i guess u would got 1k -2k plays... i watched this a couple of times now... im quite sure about that... well but i know your attitude about that stuff and all... but... well... i dunno lol... its not about the plays, its not about this and that... its just about having fun creating... but.. who doesnt want as much people to see their "work" as possible? I didnt get that point tbh... i would have loved to see your level getting played like mad...

Well its cool, how u try and balance the level with updates...

Edit:

The updates are awesome, the layout of level 1 totally changed and its much better now... i actually played this in 3 player mode now, was fun lol (im rank 1 on 1p, 2p and 3p now ^^):


P.s.:

I still sometimes fall "through" or "behind" the level.

Well I am changing the badge soon. Maybe too late to make a difference, but the main point is that folks here that are my peers in creating enjoy it as well as myself. I would rather have a thousand plays from folks like you over a zillion plays by folks that don't really appreciate anything. Feedback is what is most important to me and I know from all these comments that my skills are still quite good after such a long break. ...Trust me, I've had my share of levels with tons of plays. It's nice, but I love great feedback more from other creators and players that are much more skilled and discerning when it comes levels.

Glad you like the updates! I struggled with that quite a bit. The first updates I made it was horribly hard and had to tweak it a bit more. Well.. I think I have it pretty well balanced now. I will keep trying it to make sure, but I think it is dang close to how I originally envisioned it to play.

Someone sent me a Power Up remover without a base that I am going to try, so that should eliminate the layer shifting bits. That is if it is stable and doesn't blow up the level!! lol


Phew, played it again, and pleased to say I got a bit furtherhttp://www.lbpcentral.com/forums/images/smilies/1/smile.gif I am now ranked 140!!!!! Bow down the the master of platformers that is shade_seeker http://www.lbpcentral.com/forums/images/smilies/1/smile.gif played it a few times, actually enjoyed it the first time round, didn't get anywhere the second and third time thoughhttp://www.lbpcentral.com/forums/images/smilies/1/frown.gif looks nice, nice ideahttp://www.lbpcentral.com/forums/images/smilies/1/smile.gif
So is all the map randomly generated? It looked the same each time I played, but as I said, didn't get very far the 2nd an 3rd time so couldn't be sure.
Agree with rough tea about the badge, just looks un polished, but heck, if you don't care about plays, why even publish it? http://www.lbpcentral.com/forums/images/smilies/1/wink.gif

Nice to see you are constantly updating this, it's a sign of a good creator, (that or some one with OCD)

Any plans for a new project?


Thanks for giving it another shot! Glad you enjoyed what little you saw. Yup.. it is random, but only up to a point. Basically there are several blocks each six large squares wide with different stuff on the top and bottom making up the upper and lower pieces that are randomly (well.. as random as the random generators get in LBP) are selected. Over time I add in more pieces as well as take away other default pieces in each stage so it will change as you continue. That way even if it picks upper piece 4 per say, depending how far in to the level you go, you might get another #4 and never see the original #4. However, sometimes it seems it is similar as again there are only so many blocks at each segment of each stage.

Again.. I am updating the badge. I still like it, but maybe a bit busy for as small as Vita badges go.

As far as "Why even publish it?" GEEEEESH!!! That's a bit cold doncha think!?!? lol

As I have said before I would rather a few really great creators and experienced appreciative players enjoy it than the entire lot of Vita players out there. I get great feedback from you guys... not from the soulless vast amount of plays that are possible in Vita land. That is why this community as well as others are so important. I have said to hundreds of new members coming to LBPC for the past 4 years, plays really are nothing. FEEDBACK is what you really need. Based upon all the feedback I have from wonderful creators like yourself, I still have what it takes to make a really fun enjoyable level.

As far as any new projects? Not sure.. I still would love to finish my Space Escape series on the PS3, but I might have a few ideas for a few more mini games for Vita in the meantime.

Thanks again!!
2013-02-21 01:08:00

Author:
jwwphotos
Posts: 11383


I tried out the new updates. Stage one seems a lot more varied now, which helps it not feel like such a drag. I need to replay it a few more times though, wanna get higher on the scoreboard...2013-02-21 16:23:00

Author:
LukeCF
Posts: 790


I tried out the new updates. Stage one seems a lot more varied now, which helps it not feel like such a drag. I need to replay it a few more times though, wanna get higher on the scoreboard...

Cool thanks! I felt that way too. Also it just depends on what all the randomizers choose, but what helped a great deal is swapping in others as you progress helps to make it a bit more mixed and interesting. Though now if feels like I should possibly add an extra bubble tunnel in the mix as those sometimes are a bit fewer and far between when they are finally enabled. (I think right at the 2nd speed up marker)

Still fun to play it and tinker with it.

FYI: I updated the badge. Hope you like this one!

http://ic.api.vita.lbp.me/img/bl/0dcc042222495f5493be49cc97f28562581cf55b.png
2013-02-21 16:31:00

Author:
jwwphotos
Posts: 11383


Your new badge is a lot more stylized. Which is probably a good thing. 2013-02-21 22:49:00

Author:
LukeCF
Posts: 790


Your new badge is a lot more stylized. Which is probably a good thing.

Thanks!

"Reduced elements" Sorta boiled it down to where it is a tad more simple for folks. lol Almost said simple folks, but that would be mean. lol
2013-02-21 23:43:00

Author:
jwwphotos
Posts: 11383


Lol, I preferred the old badge joking joking JOKING!! I feel so inadequate knowing my platforming skills are of a two year old, I really do wish I had more patience and skill with platforming, as I'd probably Wana keep playing this....it's all about feeling like you are doing well, if you feel you are professing each time, then, you feel like you are good at something.....Its not often I have that feeling when it comes to quick reactions and platforming

Keep up the good work dude, this is a great idea, just I'm not GREAT at playing it
2013-02-22 22:24:00

Author:
Shade_seeker
Posts: 328


Just wanted to say the new Badge looks awesome now...

And im gonna beat your Highscore soon enough
2013-02-23 17:14:00

Author:
Rough-Tea
Posts: 422


Just wanted to say the new Badge looks awesome now...

And im gonna beat your Highscore soon enough

Thanks glad you like the new badge. I boiled it down quite a bit.

..and I hope so!! Fun to have a bit of competition!!


Wonderful NEWS!!

Thanks so much to Blue Helmet (aka Mooseyard)!! He figured out how to make a Power Up remover dephysicalised for me! JOY!!! No more unexpected layer shifting if you hit that big ol X just right.

I have updated the level one more time with this. Don't even have to lay it on its side!!! lol No other changes were made!
2013-02-24 13:40:00

Author:
jwwphotos
Posts: 11383


Ok! Long overdue feedback has now arrived.

I had downloaded this level a couple of versions ago but I was never really all that good at it, but yesterday I was determined to see more of the level and so I powergamed! I have to say, once you really get into the swing of things this level really clicks. Even after my first 4 or 5 initial plays I liked it just fine but couldn't get very far, and I often found myself in "unescapable" death scenarios. Once I got into the swing of it (pun intended) this level really came alive for me. OMG I LOVE IT

Ok, taking a step back, I have to say I really like the visual style you've put together here jww. The high-tech industrial feel is exactly my cup of tea, and by far my favorite part about the scenery is the random junk flying past in the background. That really serves to set the tone for me and adds just the right amount of polish and visual interest without making it cluttered and hard to see what's going on. With that said, I tended to do much better when I wore brightly-colored costumes! The instructions you added are great, and they do the job well - I like your instruction-giver-guy. And yes, the arm-waving is patented jww awesomeness. hahaha

As I mentioned above, the gameplay finally clicked for me and I really see what it's all about now. It's not that it has a steep learning curve or anything, but (for me personally anyway) it took a while to figure out how best to approach the level. Once you get that grapple hook hang onto it! Losing it later on in the level is certain death, as it catches you by surprise when it's suddenly not there. Speaking of that, it would be nice if there was a bit more of an audio and visual confirmation of some kind when you equip and lose the grapple hook. Something like a loud clunk and a flash of light or something, and when you lose it maybe a brief light flicker and a "power down" noise. With everything going on in the level it was difficult for me to tell if I had it. I just resorted to spamming the R button and listening carefully for the "there isn't anything to grapple" noise.

When I had tested this level a while back I had a hard time spotting dangers with my peripheral vision - they just weren't obvious enough for me to pick up easily in my frantic effort to stay alive. The way you have them dressed up now is perfect though! Very easy to spot and also pretty cool looking, I must say. The variety of blocks and randomness of the sequence really keeps things fresh and interesting, and even after playing for 30+ minutes straight I was continually seeing new combinations of obstacles to navigate. Really nice job with the randomizing and overall pace of things. When all was said and done, I landed myself at #19 on the single player board. Not bad for someone who has no platforming skills whatsoever!

Ok, improvements.... let's see. Well in the instructions it would be nice if there was a "skip" or "end" function, although that's not a huge deal. I accidentally grabbed the wrong switch on one of my playthroughs (I was distracted and not thinking) and the instructions seemed to take forever to finish. They were fine the first time I viewed them though, so I'll chalk that one up as my fault. Another thing I noticed is that it didn't seem like there were all that many opportunities for bubble chains. There were some, and linking them together was a good challenge, but the best I could ever manage was maybe x3 or x4. The nature of this level is that it isn't a bubble-fest and honestly at this point changing your bubble layout wouldn't be a very good idea given the well-established leaderboard, but it seemed like it was ever so slightly sparse of chances to rack up combos. Later on the "prize bubble" blocks fill this gap very nicely though, and I killed myself many times attempting to gleefully dive through the columns of stashed bubbles.

My last piece of contructive criticism isn't criticism at all, because I couldn't find anything to complain about. It struck me that it might be fun in a game like this if there was some sort of occasional random thing in the background you could hit with rear touch to make it spawn points bubbles. You know, like a crate or something slowly tumbling past and if you can hit it using rear touch then it will scatter bubbles into the foreground. That's not necessarily something you need to add to this level in particular, just a random idea I had.

AWESOME stuff jww, this level is a ton of fun! I now have something nearly as addictive as Space Escape Pinball to keep me occupied on my Vita. I'll be keeping this one in my downloads indefinitely - it's a superb time killer and one I will be going back to often. Thanks for a great level!
2013-02-24 17:18:00

Author:
Taffey
Posts: 3187


Wow... wall o' text!

Thanks so much for that!

I have been working on a better instruction thing. More of a swipe to continue as well as time based, but an abort of some sort would be a nice addition.

More noise on power up and power down... Hmm.. I mean I guess I could add a sack sensor in the middle of each stand background, but how do I guarantee that they always got the hook or was taken away from them? The game provides a bit of sound, but not that much for sure. I could also display some flashing lights on the stand. One thought was a green or red indicator elsewhere, but as you can have up to 4 sacks playing, that really isn't a way to go about that.

..regardless really great food for thought!!

I thought of some activity in the background and that might be kinda cool for extra points. Maybe some huge stars or target things that fly by. I used to scatter bubbles on the terrain, but that just doesn't work as you can't really get them due to always bouncing or them landing on dangers. So if I did anything like that I would simply give points for hitting the target. ..and maybe that breaking into a few more tumbling things for extra points.

True total point combos are not always possible, but I enjoy the attempt at it especially considering the random terrain. I've gotten up to like x5, but going about it as you would think isn't always the best way to go about it. lol I had thought of having another few bubble patterns to swap between to make it more interesting. Like some rotating ones or other designs.

Anyway... glad you enjoyed and really appreciate all the feedback. Really helps me sort out what is great and what might be tweaked.

Thanks!!
2013-02-24 18:00:00

Author:
jwwphotos
Posts: 11383


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