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Forgotten Playground (BETA)

Archive: 6 posts


Hi! I'm Radio447, a Platformer creator, and I recently released a level that is in it's Beta stages for a number of reasons.

http://lbp.me/v/mbyn80

The level is roughly based off the idea of a playground, but it is ironically displayed as playgrounds are considered happy places. Sackboy is thrust into a city in decay. Abandoned factories still run, leaving smog and pollution in the air. The city has a low budget, explaining the abundance of cardboard and other poor materials in the level.

Anyways, I'd really like some people to try it out, I know it isn't F4F or anything, but I'd like some ideas on how to improve it. Also- now to the reasons about why it's in it's "Beta" stages.

You see, the level was anticipated to be much longer than it is at the moment. I like making long platformers- it's kinda my thing. But then an unexpected Guest came along- the other side of the map. I decided I'd publish what I had so far, and get the community's idea on what to do from here. Here are the options I've thought of.
-Leave it as-is? (Create a scoreboard for a better ending?)
-Create another level, using a level-link to guide them on?
-Continue the level but use a wormhole to get to another part of the map? Possibly just drop down into a lower level of the city?

So if you guys could help me out with that, it'd be completely fantastic. Thanks!
http://lbp.me/v/mbyn80
2013-07-04 00:55:00

Author:
Radio447
Posts: 159


Hi! I'm Radio447, a Platformer creator, and I recently released a level that is in it's Beta stages for a number of reasons.
Hi Radio447, i'm Burnvictim42, and I recently received a request for some feedback... so here it is


The level is roughly based off the idea of a playground, but it is ironically displayed as playgrounds are considered happy places. Sackboy is thrust into a city in decay. Abandoned factories still run, leaving smog and pollution in the air. The city has a low budget, explaining the abundance of cardboard and other poor materials in the level.
I like the theme of the level you've explained... but I didn't really get the connection just playing it on its own. As I played through the level, I wondered to myself why this wasteland city was forgotten, and why I was now going through it on my own. It looks very much like a city in decay (aside from the neon bevel material, which I thought was a little odd), but I didn't understand the set up, which will probably be explained a little more in the level text when this is out of beta.

The boxes you have scattered throughout the level are nice secrets. They blend in fairly well, and I had to keep a watchful eye out to find some of them, but I didn't initially realize that they were secrets. You may want to consider adding a R1 sign to the first box, and making it a little more noticeable so that everyone is guaranteed to see it and understand that it's not just a box. You may also want to consider adding a secret tracker to the end, which can add a lot of replay value as players search for the last box that they missed.

The platforming is well done, and presents a challenge, but is not overly difficult. There are two areas that i'm not a real big fan of though: the slide, and the tire spin. The slide doesn't have a ton of friction inside the tubing, and as a result both playthroughs of that part ended with me just kind of sitting in the piping, and having to jump out. It just seemed a bit of a weird transition, and I think it would work better as just a chute of some sort if you want to keep with the tubing idea. The tire spin works fine, but as it is I think it may be a little too fast for some players. The speed it is going at now leaves very little room for error to move from one tire to the other and then out.



You see, the level was anticipated to be much longer than it is at the moment. I like making long platformers- it's kinda my thing. But then an unexpected Guest came along- the other side of the map. I decided I'd publish what I had so far, and get the community's idea on what to do from here. Here are the options I've thought of.
-Leave it as-is? (Create a scoreboard for a better ending?)
-Create another level, using a level-link to guide them on?
-Continue the level but use a wormhole to get to another part of the map? Possibly just drop down into a lower level of the city? If you still have ideas that you'd like to explore in this level, I'd say go for it . You may be also be able to stretch the area you have to work with by doubling back, or editing some sections to add in descent/climb sections if you want to keep it in the same level.


So if you guys could help me out with that, it'd be completely fantastic. Thanks!
I don't think this feedback's been fantastic, but I sure hope it helped! Thanks for the level, and let me know if you need anything else
2013-07-04 04:29:00

Author:
Burnvictim42
Posts: 3322


adding to the queue2013-07-04 16:18:00

Author:
biorogue
Posts: 8424


The idea with the wormhole is funny. Your lvl have good design!2013-07-04 19:31:00

Author:
Sandro8708
Posts: 625


Hey, I played this last night. I gave up at the bouncy cardboard piece, very near the start. The horizontal section of that platform is so small that I kept slipping off and could not coordinate my jump to get up to the ledge. It was really frustrating.2013-07-04 20:22:00

Author:
aratiatia
Posts: 374


Hey, I played this last night. I gave up at the bouncy cardboard piece, very near the start. The horizontal section of that platform is so small that I kept slipping off and could not coordinate my jump to get up to the ledge. It was really frustrating.


I'm sorry to hear that. I'll adjust the corners and make it flat- as I was just giving it that shape for decor. I'll update that next time I'm on, and you can try it again if you're interested.
2013-07-04 22:50:00

Author:
Radio447
Posts: 159


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