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The Compass of Time (LBPC10)

Archive: 17 posts


Hey Sackies of LittleBigPlanet Central.

I entered the LBPCentral Crown Contest 10 about 1 month ago, and since then I've been creating almost 5-7 hours per day. I was really nervous for not getting the level done, but here I am - Showcasing the level to all of you!

-------------------------------------

The level is a sackbot controlled level, that gives you the ability to switch between time zones on the go (L1) The different time zones will have different changes in the environment and of course the gameplay.

The background story is quite simple: Your father is an infamous scientist, that have been researching Time travel in 40 years. Finally he have been able to create that final part that should let you travel through time. You play as his son and he asks you to test the suit in a Transistor Factory with lots of dangerous laser hazards and electric circuit boards. Your mission is to shut down the main transistor in the East Wing. To get there you'll need to time travel numerous of time to disable hazards and conveyor belts.

I would like to thank @Seku (PSN: Sock_Pasta_Rock) for his incredible logic mind. He have made almost all the Sackbot logic and the basic time zone switch. I really wish that he would publish the level with me, but unfortunately he is quite busy. I would also like to thank @Tevlon1 for his original soundtrack for my level.

I've used a lot of time on the level design and artistic details, so I really hope that you'll enjoy the level.


http://ic.lbp.me/img/bl/8fcfa9254a5c87791bd613fea63be315a14b8bcb.png
http://lbp.me/v/jqnx33

http://i2.lbp.me/img/ft/b322ad599b6876317996e9a18543d2cd678590b1.jpg

http://i2.lbp.me/img/ft/5121f084b60116db574161a0a12f9a9120fb69f7.jpg

http://i2.lbp.me/img/ft/4b2e7207937edef0e994bc062f352d0a290b6449.jpg

http://if.lbp.me/img/ft/61f438881b4517a97f41dd3a17c075230c920cd5.jpg

http://ic.lbp.me/img/ft/32c4d8cb8061c5e7921f09509fad5448d4772ff5.jpg




Also I would like to change my description and the title of my level, since i didn't had the time before the deadline xD

Thanks!

-- Jauw
http://lbp.me/v/jqnx33
2013-04-08 01:42:00

Author:
Jauw
Posts: 484


looks really cool. queued2013-04-08 04:17:00

Author:
biorogue
Posts: 8424


Looks awesome...definitely checking this out.2013-04-08 12:39:00

Author:
Chazprime
Posts: 587


Yeh! This level looks really great --> in the queue 2013-04-08 18:46:00

Author:
alain251
Posts: 128


I've got permission to fix the game-breaking bug. The level is now updated! Hope you'll replay it (Those of you, who didn't complete the level)

-- Jauw
2013-04-09 12:19:00

Author:
Jauw
Posts: 484


Looks cool, I will play it when I'm next time on LBP2. 2013-04-09 16:57:00

Author:
Kapum
Posts: 103


I don't always play levels that don't do F4F. However, I gave this one a chance, because I wanted to see where the time-travel was going to be taken to. I really had no idea what this would be like before I entered. Also, afterwards I really find the name misleading. Not a minus to the level, of course.

The use of changing time-zones was clever, but I don't think it really saw the potential it could have seen. Most of the time, I was in the future, I guess (the version with grass and roots), and there were only few moments I really felt like it came to use in terms of gameplay itself. There were no fun puzzles, in which you had to do something in the past like move an object into a location, then pick it up in the present/future and use it to solve a puzzle. I would have loved that. While there were few times, one or two if I recall correctly, the time-travel was mainly used as a tool which sort of opened a few doors. I didn't really like that.

Also, it was a bit buggy there. I lost the ability to move my character after shifting time-zones a few times. Blowing up fixed this, gladly. When I'm talking about that, the controls... Well, I don't want to hate, but the controls were just awful. It took terrible amounts of attempts to even do the simplest things, such as change layers or jump down a few ledges. I can forget all the missed opportunities about the time-travel aspect, if the controls were even alright. But they weren't, really. I was stuck several times to my own feet, and sometimes was unable to grab an object that needed to be grabbed and so on. Also,the gameplay, while really innovative in itself, sometimes broke the level, such as at one of the parts where you hang to the sponge on the ceiling and change time-zones. The level broke, but at least I didn't have to restart.

Now, let's talk about the good stuff. The real good stuff. I tell you, this level has some of the best visual-effects I have seen in a long, long time. While the parts in the past looked a bit plain at parts, the moment I changed the time-zone to the future-one, the level blossomed with quite possibly the best visuals I have seen this entire year so far. It was absolutely dazzling with awesome. It makes me quite glad that most of the level was spent in the futurized version of the place. It really was awesome, and I think that while the level's gameplay was mediocre, this level should at least be experienced just for its visuals.

The music fit in greatly with the sci-fi elements and the two time-zones. It was not a hyper-mega-ultra-fast techno as some have done it, but it is just fast enough to keep it energized. Also, the other sound effects were well thought too. There really was nothing that was bad here, but once again I feel like I see a missed opportunity. Why didn't you make it so that the music changed every time a time-zone was changed? No, that is not a complaint. It was just that considering how much has been put into this level all together, it makes one wonder why it didn't take all the extra-steps it could have taken.

Overall, even though the controls of this level really need fixing (or then it was only me for no apparent reason), it had a couple of clever puzzles in it to keep the gameplay from being really bad in the end. What it lacks there, it makes up with pitch-perfect visual design and simply awesome sounds and music.


Gameplay: 3/10
Audio: 9/10
Visuals: 10/10
Overall: 7,3 Very good]

I will definitely give this one another go, just to see it again. If you felt that I was anyhow unfair here or feel like some of my criticisms are wrong, feel free to oppose me and back your own statements up as much as you want. After all, it's just my criticisms and certainly there are people who don't feel the same way as I do.

With the best wishes
-FreeAim
2013-04-10 16:07:00

Author:
FreeAim
Posts: 2462


Thank you so much for your in-depth review, great job! As for the content, i have some comments (don't worry i can handle some critisism)

I'm glad that you like the visuals i've spent a lot of time, to get the right theme. The point between present and future is a cool mix, when you see them changing right after one another. Thanks!

The gameplay was of course a challenging task, i wanted to make a theme throughout. Instead of using numerous gameplay elements, i decided to make basic turn-on/off sections. This was quite easy to implement, and i think it works well, with the story, and the time-travel concept.

I'm not sure about some of the bugs, you've encountered, but i would glady take a look at them - when the contest is over.

Thanks for the review, i will take this gameplay critisism as a lesson, and start making more fun and enjoyable gameplay, as well as the controls.

-- Jauw

(I might add some more comments, but i'm writing on my Ipad right now...)
2013-04-10 18:41:00

Author:
Jauw
Posts: 484


Played this yesterday, you did a good job although (as FreeAim suggests), there was certainly more legs in the idea and the potential wasn't quite reached. Logic was great, and unlike FreeAim I found the controls to be fine. Very pleasing on the eye and the jump between time zones looks and sounds great.

There was one part which I think you need to change - it's the bit with the moving ceiling where you have to fall down and bounce back up of the bounce pads to avoid the vertical lasers. I don't think this part works well because:

1) When the lasers are activated (the past?) I found it hard to time when to drop down, and I kept hitting my head on the laser base which was a bit annoying... maybe that's just me being crap though.

2) This is the main point - when the lasers aren't activated and the ceiling is not moving, you can just swing across freely, making the bounce pads and the lasers pointless. Easily fixed I suppose if you make the ceiling ungrabbable in that timezone.
2013-04-11 09:41:00

Author:
Ali_Star
Posts: 4085


Played this yesterday, you did a good job although (as FreeAim suggests), there was certainly more legs in the idea and the potential wasn't quite reached. Logic was great, and unlike FreeAim I found the controls to be fine. Very pleasing on the eye and the jump between time zones looks and sounds great.

There was one part which I think you need to change - it's the bit with the moving ceiling where you have to fall down and bounce back up of the bounce pads to avoid the vertical lasers. I don't think this part works well because:

1) When the lasers are activated (the past?) I found it hard to time when to drop down, and I kept hitting my head on the laser base which was a bit annoying... maybe that's just me being crap though.

2) This is the main point - when the lasers aren't activated and the ceiling is not moving, you can just swing across freely, making the bounce pads and the lasers pointless. Easily fixed I suppose if you make the ceiling ungrabbable in that timezone.

Thank you for your feedback!

Regarding your issue with a gameplay section - I'm sorry that it bothered you, and I'm sure I will change the section once the contest is completely over. The thought behind that section, was that the player should have 2 options instead of just one. I'd like the player to have more options available, even though it's only small ones.

Thanks!

-- Jauw
2013-04-12 19:25:00

Author:
Jauw
Posts: 484


Thank you for your feedback!

Regarding your issue with a gameplay section - I'm sorry that it bothered you, and I'm sure I will change the section once the contest is completely over. The thought behind that section, was that the player should have 2 options instead of just one. I'd like the player to have more options available, even though it's only small ones.

Thanks!

-- Jauw

Yeah, I think in this case though, with one option being so much easier than the other, most will opt for the easy option unless there is some sort of reward for doing the hard option. Bit of a Catch 22 situation, really. I appreciate the difficulty in designing this sort of level, though. I don't think I could do it!

I think if you made it so that the ceiling material wasn't grabbable in one time zone, and made the solid bases of the lasers thinner in the other time zone (thus making it slightly easier to bounce beneath them), it would improve that section of the level. Something to think about, anyway.
2013-04-12 22:38:00

Author:
Ali_Star
Posts: 4085


I think if you made it so that the ceiling material wasn't grabbable in one time zone, and made the solid bases of the lasers thinner in the other time zone (thus making it slightly easier to bounce beneath them), it would improve that section of the level. Something to think about, anyway.

Yeah that was a nice idea. I will highly likely change that part. I also have some other small bugs here and there, those will be fixed once the contest is over.

Thanks for you feedback, and your idea!

-- Jauw

EDIT: When the contest is over, I have an awesome cut-scene (In a separate level) that will cover the backstory of the playable level. There was no thermo left in my entry
2013-04-12 22:57:00

Author:
Jauw
Posts: 484


That's a very enjoyable level.
I had fun playing it

Very good job
2013-04-12 23:04:00

Author:
avundcv
Posts: 2526


Hi, Jauw. I was able to play your level this weekend and you had some very ingenius elements in your gameplay. I was totally immersed from the moment I entered the level. The stage design was visually inviting, and I was always curious how changing the time would effect the surroundings. I traveled back and forth numerous times, even though there were parts where I didn't need to. I believe you have a wonderful creation here and wish for you much success. 2013-04-17 00:47:00

Author:
RickRock_777
Posts: 1567


Thank you very much Rick. It's very appreciated!

@Everyone!

I wanted to let you guys see my entry behind the scene. So I've published a YouTube video that shows the entire level in Create Mode. Cool right? Hope you'll enjoy it


http://www.youtube.com/watch?v=4suDboyeeNg&feature=youtu.be
2013-04-17 02:19:00

Author:
Jauw
Posts: 484


Nice.

Interesting to see how others go about their business in create mode. I wouldn't show mine in create mode.... mainly because some stages are such a mess when viewed in create mode! It's difficult enough for me to tell what's going on!

One thing I would've liked to do if I had capture facilities is make a video walkthrough. Oh well, I'll do it for Contrast 2 on LBP3 on the PS4.
2013-04-17 09:46:00

Author:
Ali_Star
Posts: 4085


Thanks! I like when i can see others levels in Create Mode. I don't have professional equipment, but I do have a DSLR which captures my screen close-up.2013-04-17 10:26:00

Author:
Jauw
Posts: 484


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