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The Cube

Archive: 14 posts


http://i8.lbp.me/img/bl/4580a43cdaa5b9d286f73ab5f8ad583598685430.png
The Cube (1.2) (http://lbp.me/v/cxw5te)

"The Cube" is a short platformer that takes place in a single screen, with little cubes rearranging to form the different stages.
Single player is heavily recommended. Thanks for your time!

http://id.lbp.me/img/ft/d9de5ad99b387d30418738a828958faabd040c43.jpg

http://i7.lbp.me/img/ft/767171759c5eea30387a90cc162f11b5d04dd48e.jpg

http://i6.lbp.me/img/ft/ad60d62f1d314c4505c720ee99c51305ea2b3c87.jpg
2013-06-19 07:39:00

Author:
actio1_618
Posts: 81


Looks good! Queued! 2013-06-19 08:26:00

Author:
DeKa1357
Posts: 190


The idea sounds awesome! Let's see if it exceeds my expectations.2013-06-19 13:45:00

Author:
Kato
Posts: 732


Inspired by the movie?2013-06-19 13:49:00

Author:
Ali_Star
Posts: 4085


it's a queued2013-06-19 14:38:00

Author:
biorogue
Posts: 8424


Qued it up, sounds like a brilliant idea. Whenever somebody says "1player recommended" You know it is going to be good 2013-06-19 16:07:00

Author:
Townzee
Posts: 157


I don't know how others are going to feel, but for me this was incredibly awesome. Very challenging but fun. Proof that even something as simple as moving blocks can make a great level. It was hard to anticipate what would come up next, and the variety was excellent. Loved it!2013-06-19 20:16:00

Author:
Kato
Posts: 732


The designe looks great. Queued2013-06-19 21:14:00

Author:
Sandro8708
Posts: 625


that looks amazingly fun. will play2013-06-19 23:16:00

Author:
tim
Posts: 24


I've just played this 50 times in a row trying to get the high score. D: I think... I think I may have a problem. (Currently 2nd place.)2013-06-19 23:29:00

Author:
Kato
Posts: 732


Brilliant level here, loved playing through this one. These bite sized platforming challenges made progression feel very clear, and getting the reward points at the end made it feel like you really accomplished something, and not that you just moved from one side of the screen to the other. Despite each challenge being made of the same squares, the changes in lighting and sudden shift in platforms (which is a great visual effect) made each section feel unique and new.

I only really have two nitpicks with this:

1) After the first ending area, I didn't initially think to grab when I reached the end. Could you perhaps emit that sign at the other points as well?

2) The one where you fall and have to immediately grab didn't feel fair to me. This is the only section in the level you need to immediately think fast on, and I was a bit sad that I didn't ace the level because I was scratching my head (at least that's the excuse i'm going with )

I thoroughly enjoyed the level, let me know if you need any clarification, or another playthrough. Hearted, and thanks for the level .
2013-06-20 03:30:00

Author:
Burnvictim42
Posts: 3322


Your lvl is awesome. It was hard but that make it funny. The designe looks good and the gameplay is one if the best I have ever seen in a hard lvl. Great work2013-06-20 07:04:00

Author:
Sandro8708
Posts: 625


I've just played this 50 times in a row trying to get the high score. D: I think... I think I may have a problem. (Currently 2nd place.)
8D Kato you just made my day


@Burnvictim42 First of all, thank you. I wasn't expecting such an in depth review!

About the R1 sign only on the first light, it was originally not even there! As a player I don't like to be told what to do, I enjoy discovering things by myself. I ended up placing that sign there out of fear of many players not thinking about grabbing the light (who thinks about grabbing some random lights anyway?) and therefore not being able to play the level at all.
I understand now from your experience that the sign might be telling the wrong message: "Hey, come grab this sign", instead of the intended message; "Look! you can grab this!". Maybe reducing the opacity of the sign and making it flicker (more time off than on) might fix this issue?
In future levels I will try harder to find more elegant ways to communicate this things to the players, without the need of any signs whatsoever. Thanks for pointing this out!
Note: I considered using proximity sensors instead but 1.- I liked how grabbing the lights felt, and 2.- Grabbing onto something keeps the player in place during the stage transition (this prevents some bugs and unfair deaths).

About that particular stage transition... Ill be honest with you, it was probably one of the very first things I had in mind when I conceived this level, you know like throwing in a random heads up, a playful reflex test in the middle of challenges that are mostly about timing or precision. I share your opinion though, it might come off as a bit unfair, and maybe extending the fall a bit would solve this, but I think it's too late to make such major gameplay changes, now that some players have invested their time and effort into getting highscores and stuff. It would either make their current scores unreachable or make them too easy to beat. I respect highscore hunters because I am one myself!

I wish I could have had you betatest this level before publishing! We need more players like you.Thanks again, and sorry about my english!
2013-06-20 07:56:00

Author:
actio1_618
Posts: 81


Congrats on your spotlight mention! Well deserved 2013-06-26 23:45:00

Author:
Burnvictim42
Posts: 3322


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