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#1

The Sorrow

Archive: 19 posts


Hey,
I just finished another silhouette level. I was inspired by lifes hardships and how we overcome them. So naturally the level became quite dark again. It's pure platforming. I think it's my most artistic game so far. Have a look and let me know how you like it. Oh and for all of you who explained to me about the memorizer on the "Be my Valentine"-thread: I still don't use them. And frankly, I don't think it would be particularly useful here. But it's never too late

Here is the link: http://vita.lbp.me/v/jrbdy

And some pictures:

http://www.lbpcentral.com/forums/attachment.php?attachmentid=48538&d=1406501692

http://www.lbpcentral.com/forums/attachment.php?attachmentid=48537&d=1406501691

http://www.lbpcentral.com/forums/attachment.php?attachmentid=48536&d=1406501690

http://www.lbpcentral.com/forums/attachment.php?attachmentid=48535&d=1406501688
2014-07-27 23:53:00

Author:
DJAkbar
Posts: 35


added to my Queue™2014-07-27 23:59:00

Author:
biorogue
Posts: 8424


added to my Queue™

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOO!

He trademarked the word I say about 25 times a week.

Anyways, looks nice will play soon!

-hyper
2014-07-28 00:55:00

Author:
hyperdude95
Posts: 1793


Queue!2014-07-28 01:08:00

Author:
The_Dark_Life55
Posts: 39


I'll be sure to check this out later =)2014-07-28 02:27:00

Author:
Raku
Posts: 292


Hello DJAkbar! I played your level and, sadly, I could not finish it as I broke the level (I will try again when the level is fixed.)

Before I talk about how I broke the level, I'm going to tell you what I liked and what I didn't.

Firstly the level is visually stunning! The level starts off with a neat start screen, something rarely seen in levels, that makes it feel like it's a fully fledged mobile game. The use of background scenery gives a great sense of depth to the world and the foggy atmosphere really helps portray the mood you're going for, the lighting is also spectacular. The custom sackbot is cool, the animation paired with its appearance turns your sackboy into a zombie with glowing eyes. The overall theme is very grim, I personally like this but you should go easy on the dark themes (because... y'know... this is a family friendly game and stuff.) I thought that the section where you fall underground was cool and the sound effects for that moment were perfectly timed (also, speaking of sound, the choice of music works well.) I enjoyed the carnival themed areas. The custom checkpoints are really cool. I've never really liked the default checkpoints, so it's nice to see come custom checkpoints. Also the area with the disappearing and reappearing "s" like symbols has a spinning "s" like symbol just before it. I personally think that having this spinning obstacle before the main one was a good choice because it teaches the player that the "s" like symbols are dangerous. I'm not sure if that was your intention or not, but either way I think it's good and fair level design.

And now for the negatives. The first obstacle after the falling section (the key shaped squishy thingys) look very out of place and dull when compared to the rest of the environment. In the area with the floating numbers, the number 6 is dangerous. I think that this is unfair because all of the numbers before were used as platforms to aid the player, but the number 6 is dangerous without warning. Maybe adding a sign that says "Woah dude! 6 is very unfriendly" or something. Also, in the exploding platform area you use the book object as platforms. I personally think that the book object stands out too much and looks out of place, perhaps using a material or a different object would make it look smarter. Also the stabbing pens right after the exploding books are way too fast. There's nothing wrong with a challenge. However, I feel like there should be a checkpoint before it as the exploding book segment is incredibly easy when compared to the stabbing pen segment.

Okay, now that I've got the review out of the way, I will tell you about how I broke the level.
In the industrial segment (the part with all the cogs) you can let go of the grabbable lift and onto a cog to the right. I was clearly not meant to be on this cog because I jumped off the cog to the right and fell underneath the level. I was stuck down there and couldn't get out, it was like an abyss down there. I then tried to reset my sackboy, by blowing him up, but that only made things worse as I couldn't even move the sackbot when I did that.

Unfortunately I can't give a rating out of 10 because I did not complete the level.
However, what I did play was good and I'm looking forward to playing the level again when the problem is fixed. :hero:
2014-07-28 14:59:00

Author:
Jovuto
Posts: 2345


hey jovuto, thanks for your constructive criticism. this really helps a lot. i have fixed the negative you mentioned: the number 6 really was inconsistent. i thought about that and then i thought "naaaah, its swining. no one trusts swining things". well, now it "looks dangerous". i hope this isnt even more inconsistent. maybe i should take it out completely. i also slowed down the pencils (yeah, that WAS too hard, i hope its okay now). and i made the area behind the cogwheel inaccessible. what i did NOT change was the following: the first obstacle .the "keyholes" are supposed to be the little figures from board games. look here:http://t1.ftcdn.net/jpg/00/40/86/58/400_F_40865852_uwQLPi3DBcynNf5R3sHxWsnI1UeuYL0J.jp g but maybe they existed only in my childhood? so since i cant think of anything good to replace them with, they stay. this whole area is supposed to stand for childhood, not carnival btw. so unless i come up with something better, i will leave them. the second area i didnt change was the books. but thats simply because i didnt really understand what you mean. can please explain it a bit more in detail? and are you talking about the "stairs" or the bridge where you have to jump from stack to stack?
a reply would be very appreciated. and thank you again soo much for your review. this is very nice. well, i sure hope you will enjoy the rest of the game, now you can finish it (i hope!)

take care.

- - - - - - - - - -

oh, and one last thing: "the s-symbol" is the paragraph sign. this whole are deals with laws and a bit with control, hence cameras, eyes, the paragraph signs, the judge, when you go down from the dock you are supposed to be hit by the judges hammer (is it called that? surely not). i think they use the paragraph sign also in other countries, no?
2014-07-28 20:41:00

Author:
DJAkbar
Posts: 35


hey jovuto, thanks for your constructive criticism. this really helps a lot. i have fixed the negative you mentioned: the number 6 really was inconsistent. i thought about that and then i thought "naaaah, its swining. no one trusts swining things". well, now it "looks dangerous". i hope this isnt even more inconsistent. maybe i should take it out completely. i also slowed down the pencils (yeah, that WAS too hard, i hope its okay now). and i made the area behind the cogwheel inaccessible. what i did NOT change was the following: the first obstacle .the "keyholes" are supposed to be the little figures from board games. look here:http://t1.ftcdn.net/jpg/00/40/86/58/400_F_40865852_uwQLPi3DBcynNf5R3sHxWsnI1UeuYL0J.jp g but maybe they existed only in my childhood? so since i cant think of anything good to replace them with, they stay. this whole area is supposed to stand for childhood, not carnival btw. so unless i come up with something better, i will leave them. the second area i didnt change was the books. but thats simply because i didnt really understand what you mean. can please explain it a bit more in detail? and are you talking about the "stairs" or the bridge where you have to jump from stack to stack?
a reply would be very appreciated. and thank you again soo much for your review. this is very nice. well, i sure hope you will enjoy the rest of the game, now you can finish it (i hope!)

take care.

- - - - - - - - - -

oh, and one last thing: "the s-symbol" is the paragraph sign. this whole are deals with laws and a bit with control, hence cameras, eyes, the paragraph signs, the judge, when you go down from the dock you are supposed to be hit by the judges hammer (is it called that? surely not). i think they use the paragraph sign also in other countries, no?

The area that I'm talking about is where the platforms fall onto the spikes and explode one by one beneath the player.
The platforms look kinda like books and I think they stand out too much because they're lighter than the rest of the environment.

I also had no idea about the paragraph sign.

Hope that helps!
I'll give your level another play tomorrow!
2014-07-28 22:27:00

Author:
Jovuto
Posts: 2345


Its queued 2014-07-29 02:40:00

Author:
Sandro8708
Posts: 625


So I played your level. Here's what I thought about it:
Very nice visuals. This is definitely the strongest point of the level. I like the little animation that the sackboy has while running, but it brings me to the first negative. The controls are imprecise. Whatever you did to that sackbot is seriously messing up the controls. Not enough to get frustrated, but definitely enough to get annoyed at small/weird platform jumps which are consistently placed throughout the level. Personally I think some control loss is okay but you've got to make the gameplay more forgiving for this.
It was generally hard to tell what was lethal in the level. Everything just made parts of the picture. While I generally had a gist at what was bad or good, I never really knew what would happen if I touched that object to the right of me. Also there was very little reaction time to things that move (the symbols pictured in your first post and the ghost shortly before it).
Now to finish up the negatives, sadly I couldn't finish your level either. I got curious as to how you fixed the problem that jovuto had and, well... this happened.
https://farm3.staticflickr.com/2909/14587526277_9d4fba5d53.jpg (https://flic.kr/p/oe3TkK)

That wall was dephysicalized somewhere. I would recommend just fixing the popping issue where you don't respawn.
Overall a good level though I gave it a yay since it was obvious a lot of work went into it and it was quite enjoyable
2014-07-29 06:24:00

Author:
koltonaugust
Posts: 1382


While I generally had a gist at what was bad or good, I never really knew what would happen if I touched that object to the right of me. Also there was very little reaction time to things that move (the symbols pictured in your first post and the ghost shortly before it).
Glad I wasn't the only one struggling with those paragraph signs.

I also couldn't finish your level because I couldn't figure out what to do at the cogwheel section. I made it this far up and could figure out where to go or what to do (I got killed by the saw as I capture this image)

48555
2014-07-29 12:49:00

Author:
Raku
Posts: 292


I played the level again! Glad to see it's fixed now! :hero:

Okay so... the rest of the industrial segment was really good. Nice imaginative obstacles that are challenging but fair. I enjoyed the water slide and the ending (with the hand catching sackboy) was really impressive.

However, I still have some problems with this level. I still think that the board game figures look out of place. I would recommend making them fit into the environment more or making them look more the board game figures (because they still look like keyholes to me.) Maybe, instead of a piston moving them up and down, you could make it look like a hand is moving them up and down (it's mostly the pistons that make them look out of place.) Also, I still think the pens are moving too quickly, maybe you could put a checkpoint before that part to avoid frustration.)

I liked the water slide near the end, however, I was not expecting spikes at the end of the slide. The spikes are actually invisible, so it's impossible to predict that the bottom of the slide is lethal. After I had died and respawned back at the spider legs obstacle, two of the legs had broken (it looked like the bottom part off the legs had come of their hinges.)

Overall I'd give this level a 6/10.
I yay'd.
2014-07-29 16:29:00

Author:
Jovuto
Posts: 2345


Queued!2014-07-30 00:21:00

Author:
stryder12
Posts: 66


Wow the amount of constructive feedback in this thread is really impressive, makes me wish my levels got this much attention haha. Anyway I haven't got much to add, played the level and really enjoyed it. The artistic visuals and the clever theme combine to create quite a unique experience.2014-07-30 16:11:00

Author:
cocobeanzz
Posts: 20


I gotta say I am In love with this level. I am a huge fan of art, thus if the artistic theme of the level is stellar, I am pretty forgiving and man this was stellar. I got the theme, more than that I felt it. The atmosphere and visuals though simplistic in their nature, black and white, cogs books and pens felt overwhelming. I felt pressured. That is quite a feat to achieve that kind of response via visuals. I also enjoyed the game play, my only problem was the pens which were fixed so 10/10 for me. excellent work DJAkbar!2014-07-31 14:45:00

Author:
smartysloan
Posts: 73


First off: Thank you EVERYONE for the feedback. It enabled me to sort out some serious problems. I read all your advice and then followed some. I just uploaded a new version with a few changes. These are as follows: I took Jovuto's advice and made it more obvious that the first obstacles are not keyholes by adding fingers lifting them up. Then I fixed that wall where koltonaugust disappeared. This whole area should be safe now (well, not really safe, as you get killed as you try to go anywhere you shouldn't but you know what i mean). I also added some hints where you have to go from the cogwheels. They are subtle, because I didn't really imagined you could get lost there, but I think they might work. Naturally I also fixed the spiderlegs (thanks again Jovuto for pointing that out) and raised the spikes so that they are visible now. Not that it will help that much since there is very little reaction time but it's true that it's a bit more fair this way.
Now some words to the things I didn't change: I didn't add any checkpoints or made the game more easy. This is because I think that a game where you don't die is not challenging enough. It shouldn't be totally unfair but it should make you wanting to overcome an obstacle by trying and trying again (this was the whole point of the "narrative"). So I tried mixing up easy parts with more challenging ones and keeping the player interested not by gameplay but by the "story" that's going on in the background. Also the fact that some obstacles that can kill you are not obviously dangerous is connected to that. You could say "that's life!" I made an exception for the swining number six because the other numbers were ok while this one was deadly. (As Jovuto pointed out... again...) this was not consistent.
Koltonaugust also mentioned that the controls are imprecise. I do not know what you mean by that. I don't have any problems with sluggish/imprecise controls and in fact a lot of people have pointed out how smooth this level runs. I also didn't "do" anything to the sackbot (other than the standard remote controllinator setup that doesn't have any alternative. I also "ghosted" every material that I could so I couldn't change anything about that but, again, I have to say that I wasn't even aware of that problem. So if it seems imprecise to you, I think it has to be the game, not the level. Or does anyone else have problems with that?

I would say, thanks to you this level is now as good as it gets. I want to thank everyone again for giving feedback. Now let's see what will happen next. I already have the next idea (though I want to lay off LBP a while)...
2014-08-03 09:18:00

Author:
DJAkbar
Posts: 35


Queued again.2014-08-03 11:57:00

Author:
Schark94
Posts: 3378


Congratulations on the spotlight!
Well done! :hero:
2014-08-04 10:07:00

Author:
Jovuto
Posts: 2345


Thank you! It's a great honor for me.2014-08-04 16:43:00

Author:
DJAkbar
Posts: 35


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