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Attack of the Flower Fiends

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Introducing my first "proper" level, Attack of the Flower Fiends, which sees you attempting to save the city of Pork (I'm crap at coming up with names!) from the deadly flower fiends.

It's got a puzzle and some challenging bits towards the end. If you find yourself lost, then the dialogue should show you the way. There are also prize bubbles littered around the level, in case you feel the need to take one of the flower fiends home with you. Also has an end of the level mini boss that has two attack phases. Yes two!!!

Feedback would be appreciated. Currently making a sequel to this...
2009-01-27 10:40:00

Author:
oldboyhammer
Posts: 9


Okay, I went ahead and played through this one. Gotta say, I had a lot of fun here!

Pros:
+Great concept! I really like levels based on original ideas, and something as silly as "evil flower people" really got my attention.
+Nice level layout. I liked the way it started in the town with people barring themselves in their houses. Hiding the point bubbles in the buildings was a nice touch. Also, that it wasn't completely linear - you could score more points by finding your way up onto the roof. Moving into the dock area was cool. I also liked the distinct differences visually in the different parts of the level - the slums, the docks, and where the "rich folk" live.
+Creative mechanic used to power-up the elevator. I've seen many levels that copied from Geosautus' World of Colour and had you put colored keys in the colored areas to unlock something, but the way you sent the player looking for a combination somewhere in the slums, and then fitting the keys into the slot was well done. At first I thought "rats! now I gotta go find a hidden number!" but you kept it obvious enough to not make it frustrating.

Cons
-Just a suggestion - you seem like a talented enough author to create an original creature for the evil flower dudes. It looks like you took a standard creature from the MM levels and stuck paint and flowers on it. It works - and actually is pretty interesting looking - I would love to see an entirely original creature here because it is such a main piece of your level.
- The "slums" could probably be slightly dressed up by using a couple different types of material. For instance, having the "ground" material be a little different than the buildings, or mixing it up a bit with a couple types of material for the buildings.
- The boss blowing up at the end. I wasn't used to the boss yet, and had 2 more shots at finishing him off when I hit the last brain. The explosion on the boss actually caused me to lose a life. If I didn't have 2 I would have had to start the level over, which WOULD have ticked me off. It would be a cheap way to die. I would highly suggest doing something a little different. You can create some really cool "blow up" affects and simulate an explosion. for instance something like:

Put some explosives contained within hard material under the ground which could shake the ground. At the same time, have an "explosion" sound go off, and maybe emit some matter around the boss (which could have some lighting attached). This way there wouldn't be a cheap death, but you could actually create a much better death effect. Not suggesting you do it exactly this way, but you get the point - there's other ways to create a dramatic ending without blowing up the player.


The cons were certainly minor, however. I had a lot of fun and I think just about anyone would.

My rating is 8.5/10. Nice job!


(if you get a chance, check out my "Splat Invaders Saga" level. It's a lot of fun)
2009-01-27 23:42:00

Author:
CCubbage
Posts: 4430


Thanks very much for the feedback.

1. Original Creature. Gotcha'. To be honest I had trouble with creating an original creature and finally I just gave up and created something almost similiar to what MM made. I could get the the brain and legs to work on the original. But fear not, there will be some original creatures in the sequel.

3. Slums. Yeah it is a bit samey! But I spent so much time designing the slums that I never ever want to touch it ever again! I hate it that much!

2. Boss blowing up at the end. I'll try to change it. I'm not happy with it either. And I think you are onto a great idea! I might try that if I have the time.

I'll check out your level. Thanks again!
2009-01-28 18:06:00

Author:
oldboyhammer
Posts: 9


I got to play through this level and the sequel to it last night and I?ll comment in the appropriate posts.

This first level is a fun run and jump type level with some puzzles, some humor and a big, bouncing boss at the end. (And a king in white undies.) I liked the construction of the houses and the fact that you could go inside of them to collect point bubbles though I didn?t go into all of them as there where a whole lot of them. The design of this area was good but there was a lot of duplication in the environment that it felt a bit similar everywhere you went. The dock area with the number puzzle was good and the jumps to get up to the entryway to the code room was pretty tricky and unforgiving should you fall down.

I crossed the water and found the hidden collectable which was cool but I didn?t pick it up because I?m at that edges of the limit of my profile size. It would be a good idea to place a little bit more than normal point bubbles in this area as well for those who don't pick up the collectable but still want a good justification for getting out that way. (Some levels have so many point bubbles everywhere such that a few more in a secret area don't make much of an impact so maybe point bubbles in this area won?t make much difference.)

The code room was a good implementation to something that has been a bit overdone in the color matching aspect. I saw the code earlier in the level and thought, ?I should remember that as I?ll need it later on? but had forgotten it by the time I got to the room. Fortunately it is easy to backtrack to which is a good thing.

I liked the phase of the level above the elevator as it was a bit more linear and focused than the first two sections. I enjoyed working along the fire based puzzles and the storyline involved in progressing the level. (Many levels have a story that could be taken out and wouldn?t change how the level is played/experienced at all. Your story is more integrated into the gameplay which was enjoyable.)

The boss was a bit challenging but not overly so, and I did die as well when the boss was killed but I still had a life or two left so things worked out. The king was a good touch and there were enough of the flower fiends to make things interesting without going overboard. The design of the fiends was a bit bland and they were all identical which is also a bit bland but that wasn?t the point of the level and didn?t take away from the gameplay.

As I was playing both of these levels in a group I didn?t try to deconstruct the level or hit every wall or cranny to see if it breaks and so on. I had fun on this level though it was slower to get going in the first part of the level. Good work.
2009-02-10 18:45:00

Author:
Trindall
Posts: 297


Thanks for the feedback. Suggestions are beign taken into account.2009-02-15 18:41:00

Author:
oldboyhammer
Posts: 9


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