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Danto saga 14: Left for the Reaper (1 player only)

Archive: 18 posts


http://ia.lbp.me/img/bl/39a3dae9d0cad4f877e5504f94bf5552ebe6da3e.png
Danto saga 14: Left for the Reaper (1 player only) (http://lbp.me/v/qnngnk8)

Trapped in a desolated facility, Escape seems impossible. However you soon discover that the underground facility hid a powerful secret.

After a struggle trying to survive the horrors which awaited sack thing which in the last level. Defenseless, sack thing was left to hide under what appeared to be water while anticipating his next move. Upon reemerging sack thing found himself stronger and prepared for the what awaits him

In this level Sack thing gains the ability to double jump, walk jump and fire projectiles, Along with other hidden abilities. These increased abilities also without the limitations of a sackbot. I really wish to hear feedback on this level so I can improve on the abilities and the tightness of the controls, I will also add more abilities in future levels.

This is my most recent level from the danto saga. I would also like to take this moment to thank you for the feedback from the last level I produced, all feedback was taken into consideration when producing this level. This level also serves as a beta test for a new piece of logic I developed which I hope will reduce the limitations of current level which expand on sackboys abilities through sackbots.

As for F4F please feel free to leave your levels in the form of a LBP.me link and I will play as soon as possible with any feedback I have.

http://ic.lbp.me/img/fs/c9cd3082b28ac9c520c938a9da8ef2266af708cb.jpg

http://i6.lbp.me/img/fs/716192462e885e8e426e13fc893a20a1bb0865ca.jpg

http://ia.lbp.me/img/fs/39a3dae9d0cad4f877e5504f94bf5552ebe6da3e.jpg
http://lbp.me/v/qnngnk8
2013-09-07 21:54:00

Author:
Jonarrthan
Posts: 310


Aargh! I wish those pics were bigger! Sounds very interesting. Can't wait to play it. Also, nice job on advertising it. Queued.2013-09-08 00:51:00

Author:
biorogue
Posts: 8424


I am sorry about the pics but I am not sure how to make them bigger. I will try to figure it out before my next level is published2013-09-08 01:11:00

Author:
Jonarrthan
Posts: 310


Can't wait to play it tomorrow, queued it up!2013-09-08 04:32:00

Author:
itsmeSamnit
Posts: 11


Nice thread, qued it up 2013-09-08 15:25:00

Author:
Townzee
Posts: 157


Looks good - queued 2013-09-08 17:43:00

Author:
avundcv
Posts: 2526


Out of curiosity do any of you know what the problem I am having with the size of the images and how to fix it?2013-09-09 00:04:00

Author:
Jonarrthan
Posts: 310


yes, I know the exact problem.

1. take a photo of the level either in play mode or create
2. navigate to the photo in your popit
3. hit the square button [] and choose "upload"
4. go to your LBP.me page and find the pic in your photos area
5. click on the pic, click it again and depending on what browser you are using, you may have to click it a 3rd time. the only thing you want on the page is the image.
6. copy the URL from the address bar
7. come to your thread and click on the "insert image" icon in the toolbar. It looks like a tree in a picture frame.
8. a dialog box pops up with two tabs. "From URL" and "from computer"
9. click on the "From URL" tab and paste the URL in the little box
10. IMPORTANT- UNCHECK the box beneath that that says: Retrieve remote file and reference locally
11. click "ok" and Wham! you should get something like this:

http://i6.lbp.me/img/ft/4c6dcbe5f6415b097d3f7e3c78dd347d749fe7fd.jpg
2013-09-09 02:18:00

Author:
biorogue
Posts: 8424


Got it queued.2013-09-09 23:41:00

Author:
Kalawishis
Posts: 928


I know no one has really given feedback yet, however can I asked when you do can you mention if their is a problem with difficulty or direction or something as so far no one bar one of my glitch testers have beaten the level.2013-09-11 22:56:00

Author:
Jonarrthan
Posts: 310


Just queued this up. I'll let you know if/when I rage quit due to difficulty or if there's a particularly tricky part.

EDIT:

Sorry to double post but I've got feedback:
I reckon it is that saw that's causing people to leave. The first saw at least. The arm it is on doesn't seem to have a pattern and its quite tricky to judge when it is safe to go.
Add the fact that there are other obstacles before it and its a bit tricky. Heck I got through on my last life.
I suggest making the saw have a pattern of some sort. Maybe add a light that goes green when it is safe or something like that.

Other than that the level was fun! The fireballs and other powers are done well though wall jumping seems kinda float in places.
Try and add some visual stuff. Particularly at the start, seems kinda plain. Even just some thin layer rocks would be nice.

I'll be returning after I've gone back through the rest of this saga!
2013-09-12 10:17:00

Author:
Jedi_1993
Posts: 1518


Just queued this up. I'll let you know if/when I rage quit due to difficulty or if there's a particularly tricky part.

EDIT:

Sorry to double post but I've got feedback:
I reckon it is that saw that's causing people to leave. The first saw at least. The arm it is on doesn't seem to have a pattern and its quite tricky to judge when it is safe to go.
Add the fact that there are other obstacles before it and its a bit tricky. Heck I got through on my last life.
I suggest making the saw have a pattern of some sort. Maybe add a light that goes green when it is safe or something like that.

Other than that the level was fun! The fireballs and other powers are done well though wall jumping seems kinda float in places.
Try and add some visual stuff. Particularly at the start, seems kinda plain. Even just some thin layer rocks would be nice.

I'll be returning after I've gone back through the rest of this saga!

I hate the start of the level's design as well but do to high thermometer and silly decisions from the level before with the rushed ending it just feels like it would be too inconsistent to fix. I am going to do something about the saw, probably not put a colour indicator as thermometer wants to stab me as it is but I will make it slower and have a 2 stage pattern instead of it's current I think it is 6 stage.
2013-09-12 18:10:00

Author:
Jonarrthan
Posts: 310


http://lbp.me/v/qnrgyqr
Please have a play of my level

I found this level a little confusing. The visual quality was average but gave a good sense of atmosphere.
The setting of some kind of Eternal Engine was conveyed to me.
The double jump is very glitchy and made the gameplay very difficult.
I would not have minded much if the checkpoints weren't so few and far between.
It's a shame you did not post part 1 here, as the story does not make much sense from here alone.
Also, I recommend that you don't make 14 parts to a game, as it can be intimidating to anyone who has to start from level 1.

Overall, the atmosphere and ideas for this game were very good, there is some nice modelling here and there and a few cool unique textures (I think). If the gameplay was a little easier, it would allow players to concentrate on the story and atmosphere and would draw them in.
2013-09-16 14:52:00

Author:
daz3626
Posts: 12


http://lbp.me/v/qnrgyqr
Please have a play of my level

I found this level a little confusing. The visual quality was average but gave a good sense of atmosphere.
The setting of some kind of Eternal Engine was conveyed to me.
The double jump is very glitchy and made the gameplay very difficult.
I would not have minded much if the checkpoints weren't so few and far between.
It's a shame you did not post part 1 here, as the story does not make much sense from here alone.
Also, I recommend that you don't make 14 parts to a game, as it can be intimidating to anyone who has to start from level 1.

Overall, the atmosphere and ideas for this game were very good, there is some nice modelling here and there and a few cool unique textures (I think). If the gameplay was a little easier, it would allow players to concentrate on the story and atmosphere and would draw them in.

I understand your concern on the whole part 14 story however, This series is split into individual arks which only mainly have their own independent stories which is often influenced by the overall story, this level for example is part 5 of 7 in the logic city arch (longest arch). This is the beta test for the logic so if you find any problems further with it, I would like to know as it is a fairly new thing I developed and bound to have more glitches than I am aware of hopefully when I get to part 16 the benefits of this method would be shown and the glitches would be ironed out. Thanks for the feed back I will get right onto testing and experimenting to to fix the double jump problem, where did you find this problem and how did it happen?
2013-09-16 17:51:00

Author:
Jonarrthan
Posts: 310


Is this a fourteenth part of a saga? H-How... How did you... ? What is going on here?2013-09-17 21:15:00

Author:
FreeAim
Posts: 2462


Is this a fourteenth part of a saga? H-How... How did you... ? What is going on here?

This series started about 2 years ago, as a simple story which replicates the style of the LBP1 story mode, originally it was just meant to be an on going series where I tried to experiment by making completely different level styles each time, in an attempt to push myself forward also in an attempt to try and bring variety back to levels. As for the stories and the themes, I decided that before starting. However when I got to level 4, I learnt the limitations of sack bots. By an accident while I was just messing about I discovered something which lead me to find out how to make a super sackboy level without using Sackbots, At the moment I am testing the method out, Seeing how the community like it and when I have finalized the power up (when you gain all the power ups) I will give away the finished product, by the next 3 levels I am hoping to get the current glitches discovered and by then then I am hoping to have enough feedback on the logic to decide where or not I should just drop development.

Also I have had a theory for almost 2 years (mostly from lbp1 evidence), That slowly the online community levels will follow so many reoccurring themes and traits within levels that the new exciting imaginative ideas would just be lost, due to only being exposed to certain types of levels MMPicks, and even copied to an extend just limit the flow of ideas. Even now for a long time I have felt that MM picks are just the same levels which a different scenery.

So I just try to make levels I enjoy, Stuff like infinite checkpoints in platformers I see no point to as it doesn't give me any satisfaction for winning as it takes no real skill to win a game you can never lose.

I am sorry there is such a long answer but I was not quite sure what your question was.
2013-09-18 19:12:00

Author:
Jonarrthan
Posts: 310


Hey, as part of the F4F thing, I am here to review it, and I will be brutally honest with you. xD

Though dont feel offended by me if I get too harsh, okay? :3

So, first of all, I didnt play any of the previous levels in this series of yours, so I dont know if there's a story going on here or not. The story if I got it right is something about a night terror watching our every move and stopping us from leaving this cave...factory...thingie...that is the first thing: not quite sure where this level takes place or how we even got there. Anyway, let's move on. The first thing that came to my mind: Why do I have to swim such a long way at the beginning? Once I got out of the water, we meet this girl, who is there to tell a bit about our situation AKA the story of the level. Her lines seemed pale and simple. Now, off to the main gameplay, the most important thing, cause so far we just talked about minor little things. While I praise you for using attract-o-gel tweakers to simulate double jumps, it also removed a lot of the fun and enjoyability factors and added a lot more to the frustration factor of your level. My sackboy never jumped the way I wanted him to be, or jumped quite unexpectedly high or in random directions, because too many attract-o-tweakers got activated at the same time (probably). This made overal controllability difficult and annoying. Also, often the switches were placed out of the view, hard to spot, and because of the controls, hard to reach, and limited try checkpoints didnt help much either. All these combined got me killed completely and fail the level, and I feel cheated because it wasn't my fault, but my sackboy's for not jumping and moving the way I wanted him to. So, to sum it up in a nutshell:
-Fix that double jump up and the controls
-Have infinite life checkpoints
-Have signs to show which way to go
-Make it all pretty with a bit of work on overall design

That's all I can think of right now. Hope this helped, your priority should be the double jump, fixing that would make overal game experience much better for all gamers, I am sure.

-Mechyfox

P.S.: I also replied to your review in my own thread.
2013-09-23 21:12:00

Author:
Unknown User


Sorry for getting back so late, but I really enjoyed it and want to thank you for letting me know about it. I haven't played your others in your series, but I'm impressed this is number 14.

I enjoyed all of the gameplay elements that you included. While they all worked well, the wall climbing looked a bit awkward. I hate giving criticism like that because what you did seems like a tricky bit of logic. I couldn't do it any better. My sackboy looked more like it was floating than actual wall jumping. It was a bit hard to control. Other than that, I enjoyed the gameplay elements, and definitely want to play more of your games.
2013-09-26 08:36:00

Author:
Greensmurfy
Posts: 300


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