Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Ideas and Projects
#1
Co-Dependance
Archive: 7 posts
This level is a fairly simple concept, but I think it's very fun to try and fail with The idea is that, one player controls movement of a bot, and the other player controls the jumping and grabbing Lots of fails, tons of fun, 50% Queue up this level, it is the progress of the level, and I will overlap the actual level when I'm done, so you can check the status just by checking your queue (why don't more people do that) EDIT: Level is just about done, finishing touches are being put up, queue it up, it will be ready within a week or two http://i6.lbp.me/img/bl/a865de0e669493e6dbc6c35f9dbb702da3f83b8b.png (http://lbp.me/v/qqmcd9n) | 2014-04-04 17:35:00 Author: amiel445566 Posts: 664 |
Please let me know, when it's ready. Why should I queue an unplayable level now? | 2014-04-10 21:43:00 Author: avundcv Posts: 2526 |
Ok I'll let you know when it's ready (BTW that is what that level is for, it shows the progress of the level, right now its at 50%, and I will overlap the complete level on that one so you know when its ready that's why) | 2014-04-11 00:15:00 Author: amiel445566 Posts: 664 |
I played a level like this before somewhere, It works out to be no more different than a normal level as long as you got good communication. So it goes from being a slightly tricker version of the normal game and online it was a complete waste of time due to lag, trolls and obvious difficulty, Co-OP teamwork based levels are really fun however like this one http://lbp.me/v/kve243 so it may work | 2014-04-11 04:16:00 Author: Jonarrthan Posts: 310 |
thanks for believing in the concept jonarrthan, I will be uploading pics soon so you can get the feel of quality for the level | 2014-04-11 05:12:00 Author: amiel445566 Posts: 664 |
http://i9.lbp.me/img/bl/0c9e9b6d73c532ec44562a91d1ddbfab9d9db8f0.png (http://lbp.me/v/qqmcd9n) THE LEVEL IS OUT NOW GUYS!!! | 2014-04-27 08:49:00 Author: amiel445566 Posts: 664 |
I am a bit late considering I mentioned I would play this, It wasn't necessarly that difficult tbh. Then again surprisingly the button combinations I was given was X and R1 which allowed me to controller pretty much the entire gameplay. It didn't take long for this level to become just like a normal level as I just started playing normally as if I was in control of the movement and jumped accordingly which turned out worked out 90% of the time. The other 10% required a mix of communication and trial and error. I did find the most of this particularly easy but then again I played it with my GF which I play almost all co-op levels with while being next to each other so it wasn't hard to explain what to do in confusing segments or to count down for when to start moving. This level would be almost impossible to complete if there isn't some sort of communication between the 2 people. While I had some fun playing this I found not many segments actually took full use of the controller. Most the time, the actions were 1 sided, or not too difficult to achieve. The ones which weren't were just tedious such as the rotating squares. Leaving this level feeling at times really easy and joyfull to friendship ruining. My main complaint probably stems from the really slow gameplaying choices used in this level. Such as the monkey bars (or whatever people call the one bit of grabble matterial they expect people to swing from) in a normal level I would say that is not a good idea as slows the level right down and as some people may argue that as a good thing to extend the levels lengh. I would argue that it disrupts the flow however if you add a second person controlling with no or poor communicating they will be having to repeat this segment multiply times as there is no choice from the start to which person gets what control. As I would imagine if I played this with my little brother and he got grab and jump, He would never get the timing right. However, This level is a co-op level in a sea of single player levels which is something that should be encouraged. Unlike a lot of team picks and community levels this level does explore new ideas instead of recycled gameplay and pretty visual approach. This level does suffer from recycled gameplay however to it's credit a level which an idea like this needs to use gameplay everyone is familiar with. The level it's fun however it ever feels like an excerise in team work but more like a quick time event. However I would recommend it for anyone who is looking for a quick game to play with friends. probably a 7 out of 10. It gets points for originality in concept but falls for certain gameplay which didn't really compliment the concept making it feel more like a glimmick. As for the visuals, I remember them being pretty good but not liking the music choice. The only thing this level really needs is to embrace the concept better in terms of gameplays. I am was surprised by the lack of switches tbh. Suggestions for this idea: Even though this level could stand alone. I think a good spin off survivalish level would put this concept to use mixed with gameplay which incurages fast response from both parties (kind of like near the end where you had the sack bot sliding into hazards which could be avoided with down and X) . Maybe give a perfect score at the start of the level and then deduct points for death allowing giving a reward for team work. Another thing you could do have both divided co op and co dependent co op. Where the 2 players can merge at a command to a mega sackbot which could jump higher and it's own unique powers but burdened by the fact it is controlled by 2 people. | 2014-05-22 02:06:00 Author: Jonarrthan Posts: 310 |
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