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Sackboy Saga Episode 2 - Island of the Flower Fiends

Archive: 4 posts


Story: Order has been restored in the city of Pork. (see Episode 1 (https://lbpcentral.lbp-hub.com/index.php?t=t=8086)) But now our brave hero must venture to the Island of the Flower Fiends, where he must face it's dangers to uncover the reason for their assault.

Features: the Super Cannon, an original new creature called the Pot Fiend, a puzzle hidden beneath the surface and a glimpse of an upcoming boss.

Note: There is no boss at the end of this level. The reason for this is that the thermo would not allow me to include it. But fear not, I will be making an entire level devoted to the boss.

Hope you enjoy this! I certainly enjoyed making it!
2009-02-04 00:51:00

Author:
oldboyhammer
Posts: 9


I am playing this right now and will comment as I play.

Right off the bat your level seems colorful. I like the kings throne and I am curious as to why he is wearing diapers (guess that will be revealed soon). However you should either put a cam zone here or increase the material on the left hand side so the blank background is not so intrusive. I can also spot some dark matter attached to the wall outside.

Cannon looks great. Very very cool what you did by literally turning the sackboy into ammo and making the player load the cannon with themself.

Yay, I am flying through the air! I love how you put clouds up here, it really adds some visual punch. Oops, I got crushed when I landed. No problem, I get to fly through the air again. Your beach looks nice. Palm trees are great and the coconuts are the icing on the cake.

Nice use of flower decorations. Enemy looks funny but movement/attack is not really original. Fish just jumpd out of the water, really nice touch. I will not pick up that prize bubble though, blame the save bug

Flaming logs have been done to death, something different wouldn't hurt. I LOVE the plant enemy, that has to be Super Mario inspired lol.

Lol at the skeleton chilling in the background. It does not really make sense but I like it anyway.

Really nice detail on your computers and it seems like the story is starting to pick up. Your switch puzzle is cool. At first I did not know what all the white switches were for and when I realized they were hiding the blue switch I thought it was really clever.

OK all systems go and I pull the switch. Holy crap! A giant bug came bursting throught the wall! That was unexepcted, very cool.

Nice hidden point bubbles near the bridge.

Wtf? Scoreboard already? I can't say I am not disappointed. I was definitely expecting a boss battle with that giant bug and I am pretty sure you still have room on your thermo. Oh well.

I have already included most of my suggestions in my comments but here are a couple of more:

- Decrease the jump interval on your plant enemies. I found it very tedious waiting each time for the right moment to run underneath and often got crushed. You might also increase the brain awareness radius.

- I would not mind if the lvl were a bit longer and I would love to see a boss battle.

- Color your checkpoints. There is one decorated with a violet flower at the end but that's it.

Overall I enjoyed playing this level and I think if you put a bit more work into it and added a great boss battle it may have even earned a heart. If you do plan on implementing these things then let me know when they are done and I will check out the level again
2009-02-05 13:58:00

Author:
OCK
Posts: 1536


Thanks for playing! And thanks for the feedback. It's always appreciated.

The enemy jump interval. I have changed it to every 4 seconds because someone else mentioned this also.

Fire logs? I know, I know. I wanted them to have lasers!!!! But I don't have the MGS pack so I have to wait a while longer. Right now I'm thinking of something else for them.

Short? I'm afraid the thermo bar thing is completely full. No really, i would love to make this level slightly longer and incorporate a boss battle but there is just no room whatsoever.

However I am in the process of making a boss battle that will be unlockable once you complete the level. And it will involve that bug creature that ambushed you down under the ground. I wonder if you have ever played Rocket Knight Adventures on the sega megadrive? and yes those Pot creatures were inspired by Super Mario!

Thanks again!!!
2009-02-05 16:17:00

Author:
oldboyhammer
Posts: 9


I played this level immediately after playing the first in the series and I can definitely see improvement and progression in your level making skills. I liked this level a lot, it has a clean, colorful style with different areas that had their own personality.

I enjoyed the sack cannon, it was a really good implementation and the mechanics involved were fairly sophisticated. I tried to get out of the cannonball bubble initially but couldn?t do it. The problem was that I saw the point bubbles to the left as I landed and wanted to collect them but wasn?t able to get out. I made it all the way to the water area before I had to backtrack to the right where I found the way to get out. It is hard to say but maybe if it was more obvious from the impact zone that you can get out of the bubble by going right would eliminate the frustrating search to the left. (Of course it may have been obvious already but I was paying attention more to the bubbles.)

The design of this tropical area was clean and I liked the palm trees as well. The level at this part is reminiscent to the Dino Land series of levels by a different author which is fine by me as I enjoyed those levels as well.

I liked the little bunker area with the skeleton and the TV with the funny clip. The computer area is an interested area with good puzzles that are in the color matching vein. The computers are very well done with good attention to detail and the snippets help to move the story arc and seem to set up the next level in the series. The monster ambush is well done and I didn?t see it coming at all.

The last segment of the level is straight forward running and jumping and is fun to play and collect the point bubbles. There seem to be less bubbles in this level which puts more incentive to find each one as it could actually get a higher score than someone else. (The hidden bubble area is a good design and not frustrating to get into/out of.

The last section where the plant monster is above and you have to jump up the left and right side was pretty tricky and the last checkpoint door was far enough back that after a few tries I gave up and finished the level as it was a lot of work to keep making it back to that spot to die so quickly. But if the reward up that way is really good then that would justify the challenge presented to get to it.

The story seemed to be less integrated into the level and it was more focused on a linear run and jump scheme which is not a negative. I?m looking forward to the next level in the series as they are getting progressively cleaner and sophisticated each time.
2009-02-10 19:05:00

Author:
Trindall
Posts: 297


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