#1
Little Big Archaeologist
Archive: 4 posts
Hey there, I started to create a bigger story in LBP Vita some months ago and I'm still on it. I just realised that it probably deserves a lot more plays than it has right now. It's about an archaeologist who gets involved into some rather mysterious adventures after some objects get stolen from a museum right under his nose. So far I created 11 levels in total which accumulate to six stages: a museum, a warehouse, Troy, Gizeh and a cruise ship. Planned are two more: Mexico and Venice. The levels try to combine classic platformer with puzzles. So far the player has to figure out door codes, pick locks, "unblock me"-type of puzzles and much more. I made it rather difficult because it has to be a challenge in my opinion. There are too many easy levels out there. The first few levels are probably a bit basic, because I learned as I went along. Well, without further ado I want to share some pictures with you, so you can make up your mind if you want to give it a go. Of course, I will be happy to try your levels as well. 46599 46600 46601 46602 46603 46604 46605 46606 46607 46608 46609 46610 46611 46612 46613 46614 | 2013-08-26 15:04:00 Author: DJAkbar ![]() Posts: 35 |
I just played all of them, now prepare for Feedback! The two first chapters/levels were pretty buggy and had no real style or theme. But that changed fortunely. I also couldn't finish those because I got stuck. The prologue scenery and was pretty confusing, something more linear or tidied up would've looked better. In the prologue I got stuck because I couldn't leave the minekart and it stopped that way without dissapearing. In the second level I just couldn't figure out what the code was. I entered the numbers correctly, and I couldn't figure out how I could enter the other codes. There are numerous points in the series where you can get stuck or the platforming/puzzles are unnecessarely difficult whilest on the other hand also very easy. The visuals can be improved, and you should always test a level and go everywhere and look in every corner so there's nothing where the player could get stuck or frustrated or "fall out" of the level. I hope this can help you improve your levels, mit freundlichen Grüßen: -Emil | 2013-08-26 17:42:00 Author: TheEnimal ![]() Posts: 27 |
added to the queue | 2013-08-26 20:06:00 Author: biorogue ![]() Posts: 8424 |
Thank you, TheEnimal, this is the first really deep feedback I ever got on the levels. In the future I will try to look out for those points, the puzzle-difficulty really is not so well balanced as I would wish. And if the difficulty stands in the way of the fun, I should probably tweak that too. For now I will go on creating the rest of the story and come back later to make changes on the earlier ones. I thought about deleting the prologue alltogether and just overhaul the Museum level (In this one the code is in reverse, it should work. Maybe I'll change that as well). What would be helpful for me is to know if there are any other points in the remaining levels where you can get stuck. But thanks a lot for the feedback, it's a great help! | 2013-08-27 13:17:00 Author: DJAkbar ![]() Posts: 35 |
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