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Review League! (Reviews)

Archive: 117 posts


Well, to get things going, the first review shall be (unrequested).

The Crystal Caves in Autumnby xkappax

Reviewed by GrantosUK

I don't know how xkappax manages to do it, but her levels come across with great mechanics and excellent looks, with a bit of very cute thrown in. The level has a great feel and look, stand out points for me being the use of textures and lighting. Starting the level, the textures, atmosphere and environment are spot on, later on , the lighting effects really are outstanding and set a great a scene.

Another great standout point I thought, was the use of continuity, if you've ever played any of Kappas levels then you'll definitely recognize the use of stickers as ghosts, the story even mentions your earlier levels, Centralia if I remember correctly. You have a definite style to creating that makes it instantly recognizable.

There were also some great set-pieces in this level, running through the hollow tree trunk, then using the spring boards up the tree trunk, then the mine cart section etc etc. One section beat the next, and the final part, well, it was fantastic (no spoilers)

The two vehicle sections where flawlessly executed, well tested and very very well done. A lot of people knock these sections out with very little testing. The mine cart section in particular was a joy to play and watch, knowing how many little tweaks you made to them.

The end section was brilliant, very well balanced and very well tested, I found no faults either one or two player.

I love excellent detail in a level like this, the story was good, and like I said, the lighting was spot on

Suggestions I played this one player, and then two player. I got killed by one of the ghosts when reading the story in the purple gas section, a cheap death. And for two player, at times we got separated and left behind, although I think this is more LBP's fault and not Kappas (the tree trunk springboards in particular). Also, when you first go underground, after the spade, there's no indication to the player to press R1 and make the circles disappear, I knew this, having play tested, I'm not sure a new player would.

Visuals Good materials, good theme, very cute
Gameplay Excellent fun throughout
Story Gave a reason for being there, and tied on other levels of yours
Fun Factor Excellent to play, the player stays interested all the time

Kappaness The ghosts, the cuteness, the playability, un-mistakable

***** and "brilliant"
2009-02-20 22:33:00

Author:
Dimo1138
Posts: 179


The Forgotten Relics of the Sack by dkjestrup

I played this level a while ago as part of F4F. Dkjestrup fixed a lot of the problems since then he says so these are my updated thoughts.

Firstly, I noticed that you fixed the bridge, you can walk across it now without falling in. Thats was one of my gripes last time and its good the see Dkjestrup listening to F4F and correcting issues people mentioned.

The level looks good, the materials have been cut down a little making it look more cohesive. The lighting works very well, as does the music. I also the sections where you have to stand and prey at the light, well done. Also there are nice sound effects added to tell the player they have activated something or are on the right track.

Blizzard_Cool has just joined, so its now getting tested 2 player

The first puzzle's hint works great, I love how you've done this. The puzzle also works really well, its nice to figure out and accomplish. Good work

I don't like hazardous jetpack mazes, I don't know if I was supposed to go round there, but I skipped it entirely.

Liked the water section, the vanish bridge etc. Its a well done section.

I expected more of the level, and then I got the end. Its short but good.

Suggestions: When you go left from the start, the platforms are weirdly shaped, sackboy as hard time moving on the them, use the grid and straighten them out a little. That section with the moving platforms is still hard. Scorpions from MM (although I remember you saying that you were having a hard time removing them. The camera angle on the last emitted platform makes it hard to see sackboy, it looks arkward.

It was a good level, but still needs work in places to raise it a star. Some platforming sections need tweaking, you need another big puzzle like the first in my opinion. I did enjoy the playthrouh I had though.

Looks It looked well, I liked the lighting in particular.
Playability Hard in places, but a mainly solid play
Puzzles The first puzzle was good, but they thinned out towards the end
Sounds Good sounds on all actions kept me informed of my actions at all times.

Points-Fest Loads of points to collect and secrets to find.

*** and "good" tag left

You said theres are big edit coming, let me know, I'll replay and adjust the comments and score accordingly
2009-02-21 09:36:00

Author:
GruntosUK
Posts: 1754


Little Big Excite Bike! by xxprimusxx

I liked the start, as did my wife. I like the TV, NES and the old Excitebike menu on the TV. Brought back old memories

The bike looks good, well made. The course is (as far as I remember) faithful to the excitebike level. I liked the characters in the background, they looked very NES like. The course is also well tested, I had two play throughs to make sure everything worked ok.

There was'nt to much to the level other than hang onto the bike along a preset course. And it was over very quickly. I realise you wanted to recreate Excitebike, and you did, very well, but I like a little more interaction in my levels.

Graphics The bike looked good, as did the TV and console. The crowd looked a little off, but the NES characters were great
Playability No problems but you just hold R1 and watch

NES Style Looked and felt like the old excitebike without the control.

Its a hard level to rate this, good for what it was, but not really playable. Its worth a playthrough if you like Excitebike but a bit more needs adding to the level for the play to interact with, is also very short

** and "vehicles" tag left
2009-02-21 09:58:00

Author:
GruntosUK
Posts: 1754


The Rift by Logan1223

Its very pleasent, I like jolly LBP levels like this, good use of materials to, it all fits in well, and you have created your own characters, always a plus. I liked the detail of the birds nest in the tree as well!!

I hit my first problem shortly after the king. You don't have to go up the ramp, you can jump to the plain behind and run right through to the end of the section. You need to block the players route here.

I like the section where you use the windmill to pull the wall down, and the section later on where you use your own weight to pull the wall down. Cool little elements

The glitch blocks are a good idea, and I liked the way that the level changes later on into the fully glitched enviroment, its an good idea, well implemented.

The platforming sections are well made, all original.

The ending comes very quick.

Suggestions: Block the players path as mentioned above. Your timing of the emitted block in the first section of the glitched part is a little off, the block drops just before you get there, it needs a tiny bit of tweaking. The ending comes QUICKLY, I would have liked to have killed the glitch bug or something and see the garden return to normal

Looks The garden at the start is functional, but I loved how it all changed after the glitch
Playability Its all well made enough, and well thoughout
Platforming Some nice sections in the level, they were fun to do.
Ideas I like the glitch idea, it was great, and very well implemented


*** and "platformer" tag left.

I'd like to see the level expanded upon, with a good ending put in place, and this is definetly a four star level from me. The ending was just to much of an anti-climax for the excellent level before it the way it is.
2009-02-21 10:27:00

Author:
GruntosUK
Posts: 1754


Jack McSetback and the Spikey Stone of Doom
Creator: Wyth
PSN:Wyth

I am a great fan of Wyth and all his levels but would Jack McSetback carry on this trend?

Jack McSetback and the Spikey Stone of Doom follows your sack as he travels into a temple, trying to find an elusive sun idol. However when he finds it and tries to take it away, he triggers a trap and spikes come down from the roof instantly destroying the sun idol. You then spawn at a different checkpoint (one that was craftily hidden below the temple) and you are then told that you will have to go the long way out of the temple.
What ensues is a top class platforming adventure with some of the best gadgets I have ever seen. All of the mechanics behind the level are very clever, and there are some great uses of rocks to do things you would have never thought so credit to Wyth there. The level is also very well decorated, with nothing seeming out of placethanks to the use of materials.
Since my first play, a new x2 area has been added, and playing through it was also very good. It uses one of the recurring puzzles in the level but you need a second player to do it this time. It all works out well, and keeps in with the temple theme.
There is very little here that is not to like, and I completely recommend playing this level by Wyth whenever you get the chance.

Suggestions: When I ran away from the spikes after I had grabbed the sun idol, I ran to the left (not sure if this is the right way). When I made it to the door, it was closed but I had avioded the spikes. The only way through was to kill myself Perhaps put some trap so that if you get there, you fall through the floor to where you would be.

Looks: One of the best looking levels I have had the pleasure of playing.
Playability: Good fun, with the occasional glimpse of brilliance
Platforming: Lovely platforming
Inventive uses of rocks: Just so many ways!

***** + "Brilliant"

Fantastic level that I advise anyone to play
2009-02-21 10:38:00

Author:
Coxy224
Posts: 2645


Jack McSetback and the Buccaneers' Booty
Creator:Wyth
PSN:Wyth

The second in the Jack McSetback series, will it follow the brilliant ideas of the last or go a seperate way to its original, fun counterpart?

The second in the Jack McSetback see's Jack (which is you) travel to meet a friendly knight because he has heard of a second sun idol. To get this though, you're going to have to fight off pirates and escape the deadly pirate captains grasp.
There is great continuality in this sequel as almost all the things that were in the first Jack McSetback, reappear perfectly here. For a start, the balloon at the beginning is the exact same used in the first, and the communicator is also the same bulky one that features in the other Jack McSetback level. But enough about that, how does the level play?
Actually, it really does play well but seems to have a different style to the The Spikey Stone of Doom (which I advise you to play by the way). Whereas Spikey Stone of Doom focused on solid platforming fun, this one takes a more enemy-killing approach. That isn't to say there is no platforming as there is near the beginning a lot of innovative ideas (a new invention on the spinning sponges)! Further on, there is even more innovative platforming and some more uses of rocks (you really like those don't you Wyth).
The visuals of the level are also of the same quality of the prequel - fantastic. The characters are well designed and all the speech is well thought out. Overall, this makes to another great level by Wyth which I suggest you all play.

Suggestions: Change the swords on the pirates, making them electric is quite unrealistic so I would suggest putting spikes on them.

Looks: It looks just as good as the first level, fantastic.
Playability: Not quite as fun to play as the first, but still a lot of good stuff.
Platforming/enemies: Some really excellently designed enemies, shame about the swords though
Pirates: Those pirates are dastardly, but amazingly designed

***** + "Genius" + heart

Another great Jack McSetback Level, added to my hearted page
2009-02-21 19:18:00

Author:
Coxy224
Posts: 2645


Bouncing Balls - Survival Challenge
LBPC Account: Cog
PSN:CogSpartan

Well I just got done playing this level like 8 times. When I first heard the concept, I thought to myself: "Self, how did this guy re/create bouncy balls?" Surly I thought of a few ways it could be done, but none of them guessed it right. Luckily your method was probably better than the few ideas I had "bouncing" around in my head .

I think the bouncy balls work very well, and the survival aspect really kickis in when one of the balls glides just over you enough to where the sackboy/girl automatically ducks, sparing your life for a few more seconds.

The artistic value from the starting area, the survival room, to the end, is all fantastic!

I think you have a very nice level here, and each time I loaded up the level I got a different pattern, from the balls, which is nice, as it doesn't allow someone to just memorize the safe spots at any given time.

Suggestion: The only real problem I had with the level, is that sometimes when a ball would jump really high and went out of veiw, then came speeding back down, there was no real indication of where it would come down... I couldn't think of much a way to fix this problem other than to extend the 'hills in the back ground, so you could track the shadows on it, but that would ruin the visual aspect a bit. Also there is a score bubble that is emitted into (I believe) the middle plane, and doesn't land on the ground.

Visuals; Like I said I think you did a great job here.
Survival challenge:
Bounciness; The boncy balls were very well thought of!!!

Over all: **** and tagged "Scorefest"!!
2009-02-21 21:43:00

Author:
Maraz_Matari
Posts: 105


The Forgotten Relics of the Sack by dkjestrup


I expected more of the level, and then I got the end. Its short but good.

Suggestions: When you go left from the start, the platforms are weirdly shaped, sackboy as hard time moving on the them, use the grid and straighten them out a little. That section with the moving platforms is still hard. Scorpions from MM (although I remember you saying that you were having a hard time removing them. The camera angle on the last emitted platform makes it hard to see sackboy, it looks arkward.

It was a good level, but still needs work in places to raise it a star. Some platforming sections need tweaking, you need another big puzzle like the first in my opinion. I did enjoy the playthrouh I had though.

Looks It looked well, I liked the lighting in particular.
Playability Hard in places, but a mainly solid play
Puzzles The first puzzle was good, but they thinned out towards the end
Sounds Good sounds on all actions kept me informed of my actions at all times.

Points-Fest Loads of points to collect and secrets to find.

*** and "good" tag left

You said theres are big edit coming, let me know, I'll replay and adjust the comments and score accordingly

Thanks a lot! As for the update: I swear I will do another one, but my PS3 is broken!!

I have remade the spike wall because a lot of people are having troubles, but I never got a chance to upload it. I will be taking into account what you said about using the grid: I will.

As for the MM scorpions, I have edited that part, and will add my own enemies.

Glad you liked the hint.

As for length, I know, I know. I have a little thermo to work with, so I'm going to try to fit in a boss fight. Another reviewer gave me an idea which is cool. Three prayer spots, (only one on at a time) which you have to pray at, while dodging the bosses attacks. Will be cool, I promise

Then hopefully a chariot ride to the end as everything falls apart.

If I have room then, I will work on adding length to the level
2009-02-21 22:22:00

Author:
dkjestrup
Posts: 672


Bouncing Balls - Survival Challenge
LBPC Account: Cog
PSN:CogSpartan

Well I just got done playing this level like 8 times. When I first heard the concept, I thought to myself: "Self, how did this guy re/create bouncy balls?" Surly I thought of a few ways it could be done, but none of them guessed it right. Luckily your method was probably better than the few ideas I had "bouncing" around in my head .

I think the bouncy balls work very well, and the survival aspect really kickis in when one of the balls glides just over you enough to where the sackboy/girl automatically ducks, sparing your life for a few more seconds.

The artistic value from the starting area, the survival room, to the end, is all fantastic!

I think you have a very nice level here, and each time I loaded up the level I got a different pattern, from the balls, which is nice, as it doesn't allow someone to just memorize the safe spots at any given time.

Suggestion: The only real problem I had with the level, is that sometimes when a ball would jump really high and went out of veiw, then came speeding back down, there was no real indication of where it would come down... I couldn't think of much a way to fix this problem other than to extend the 'hills in the back ground, so you could track the shadows on it, but that would ruin the visual aspect a bit. Also there is a score bubble that is emitted into (I believe) the middle plane, and doesn't land on the ground.

Visuals; Like I said I think you did a great job here.
Survival challenge:
Bounciness; The boncy balls were very well thought of!!!

Over all: **** and tagged "Scorefest"!!

Why thank you kind sir.

I have deleted the... well I can't release my secret, but let's just say I deleted something on the roof of the area that makes the balls zoom back down. So now they will fall much slower, allowing you to escape there killer attacks.

Also, no point bubble can possible go into the back plane, maybe you just see slim-chance-of-seeing point bubble, that hits the ground at such a precise point, it instantly breaks.

I've also changed a lot more stuff to make the experience, and visuals, much better.

As I said before, thanks!
2009-02-22 00:11:00

Author:
Kog
Posts: 2358


No problem Cog, it was a joy to play actually . Yeah it's possible that the bubble was being destroyed on impact, but I didn't see the smoke effect, but it definatly wasn't hitting the ground either , I could stand in the way and collect it, yet when I move, it'd hit the ground . Still that doesn't effect the level, as it's still a great level 2009-02-22 00:24:00

Author:
Maraz_Matari
Posts: 105


Desert of Shadows
LBPC Name: cornontheCOD
PSN: logan1223

This level has alot of potential in my eyes. I really liked the art direction that it started in, with the black and sunset look to it, plus a desert theme made me feel like I was in the wild west. I had contemplated using that color scheme myself, so that shows that I liked it

Some of the custom made shapes you used were absolutely awesome, like the old lady (I know how you did it, but still very cool). but some of the later shapes are a bit dull (Tommy? Timmy? what ever his name was ) Then after a while you seemed to just keep using the same shapes throughout the level, which was kinda a turn off.

I quite enjoyed the tunnel of light and how the whole style of level changed from a silhouette style to an actual 3D platformer. The "boss" was quite easy, and the wheel was even easier leaving the hardest part of the level was trying to get ill-weighted Timmy(? Tommy?) over a misshaped hill, which leads to quite a quite unclimatic ending for the player. I saw in your thread that this was one of your earlier creations, and I'd have to say it's really good for an early creation.

suggestions: The part right after the hammer, is a layer of glass with cactuses on it, you can jump onto it and fall through the level to the fire below, please fix this layer issue. There's another glass cactus section shortly afterwards with the same problem, and Timmy(? Tommy?) was too hard to pull over the small hill, try to straighten this part out so he's easier to carry.

Artistic: While done before, still looks really cool.
Platforming: not very challenging to the player at all, good for children.
Desert Feel:

overall:*** and tagged "Funky"

Good potential here, just needs some touch ups, on some of the things I've mentioned.
2009-02-22 05:46:00

Author:
Maraz_Matari
Posts: 105


Expedition:LittleBigEverest
LBPC Name: tiger7758
PSN: tiger7758

I'm not even completly sure on where to start on this one... Well it's short... real short, includes a photo section and a rocket car in the end just for kicks...I'm sorry but this level just didn't do it for me, little to no challenge, and artistic productions were pretty low, so not much really happened in this level.

I did however like the lights that lit up as you moved near them, but the sensor switches should be set to speed for a more natural look as they fade in and out near you. An elevator on Mt. Everest? lol. I will say this level made me laugh just a bit, but would definitely have to say it needs lots of work, and should be made much longer.

Suggestions: Well pretty much everything I've already mentioned, plus a lot of your switches are showing.

Visuals: Very little to none.
Platforming: Not challenging at all.
Elevator on Mt. Everest The best I've seen yet!!!

Overall: ** and tagged "funky"
2009-02-22 06:08:00

Author:
Maraz_Matari
Posts: 105


The Turtle Or The Hare by xThaViolentonEx

I like how you divided the level at the beginning into two seperate sections, puzzle and race. Perhaps we'll two reviewers to do the one level! Nice details at the beginning on the book case also. And you use loads of custom stickers which gives it an original feel. I do think the level is need of a little polish look wise, and add some lighting in parts to make it look a little better.

I played through puzzle mode first. The first puzzle works well, the thing you ride is a little broken though. You need to glue the grab material on, I flew off the end of the ride first time and into the electricity. Your puzzles and mechanics are good and well thoughout. I liked the section where the background moves up and down opening different doors. On the sensor truck section, I was able to fall off the checkpoint lift, all the way to the bottom near the finish, completely skipping this part. The maintenace truck section is just a case of trial and error that becomes boring. I completed this section with no real hitches or getting stuck anywhere.

Onto the platforming section, I think Dimo or one of the hardcore reviewers need to play this, I got fustrated with the section, I kept dying on the last obstacle and having to back through the previous obstacles was to much.

Suggestions Hide your music boxes. You also have magnetic switches visible in places.

Looks I liked the custom stickers, but the level in general needs alittle polish
Puzzles Some good puzzles and ideas
Difficulty The platform section was HARD.
Multipath I love how you catered for puzzlers and platformers in one level

I liked the puzzle path of the level. It flowed nicely and kept the same theme of using colours throughout the puzzles. I found a few minor issues that I detailed above, but the level on a whole was solid and worked well.

*** and "multi-path" tag left in game
2009-02-22 12:35:00

Author:
GruntosUK
Posts: 1754


Mission 1: The Bank Robbery by brnxblze

First impressions are good, the house looks good and I like the way you have to grab the phone to answer it and procede. I'm sure that the car is MM's though and just a different colour, its always better to create things yourself.

Nice little details in the house, like the refridgerator, cooker etc. I like details like this in a level. You kept a good theme, and then it goes a little strange when you use the bathtub. It does'nt quite keep in flavour with the rest of the level.

I liked stealing the car outside, it was a great idea and worked well.

You use a lot of MM's items and characters.

When you get through the bank, the theme changes again, into a VR area. It doesnt fit the theme either in my opinion.

There are a lot of score bubbles in the vault, I actually had fun trying to collect them all and keep my multiplyer up.

I liked the ending sequence to, the car chase and the cage coming down.

Suggestions Sackboy gets stuck in the sink sometimes, you can get him out but it takes a while. Magnetic switches and keys are visible

Looks Nice details but some sections don't quite fit, and theres a lot of MM's stuff
Playability The level was good, and all worked correctly
Fun Factor Definetly fun to play
Points Fest Loads of bubbles in the vault

Its a nice level, it all functions correctly but it needs work on some sections, and the MM characters and items need replacing with your own.

** and "point-fest" in game
2009-02-22 13:50:00

Author:
GruntosUK
Posts: 1754


Mission 1: The Bank Robbery by brnxblze

First impressions are good, the house looks good and I like the way you have to grab the phone to answer it and procede. I'm sure that the car is MM's though and just a different colour, its always better to create things yourself.

Nice little details in the house, like the refridgerator, cooker etc. I like details like this in a level. You kept a good theme, and then it goes a little strange when you use the bathtub. It does'nt quite keep in flavour with the rest of the level.

I liked stealing the car outside, it was a great idea and worked well.

You use a lot of MM's items and characters.

When you get through the bank, the theme changes again, into a VR area. It doesnt fit the theme either in my opinion.

There are a lot of score bubbles in the vault, I actually had fun trying to collect them all and keep my multiplyer up.

I liked the ending sequence to, the car chase and the cage coming down.

Suggestions Sackboy gets stuck in the sink sometimes, you can get him out but it takes a while. Magnetic switches and keys are visible

Looks Nice details but some sections don't quite fit, and theres a lot of MM's stuff
Playability The level was good, and all worked correctly
Fun Factor Definetly fun to play
Points Fest Loads of bubbles in the vault

Its a nice level, it all functions correctly but it needs work on some sections, and the MM characters and items need replacing with your own.

** and "point-fest" in game

Thanks for reviewing my level! I'm always looking for ways to improve my level and you just gave me a lot of work to do ;-)
2009-02-22 18:55:00

Author:
brnxblze
Posts: 1318


Hobo Wizard by T20Thoughts

The first thing I noticed about this level was the messy look, while not that pleasing aesthetically, I'm assuming (due to the name of the series) that it was intentionally messy. The best thing about this level, in my opinion, was the character design. Having animated NPC's is always a plus. Unfortunately there was not much after that that I found to be overwhelmingly impressive. The platforming was good, but basic. The section with the "zebra circle" kind of killed it for me, though. I just feel like there could have been a better mechanic used for this section. After the two triggers were hit and the gas dissipated, it wasn't very clear on what I was supposed to do about the wizard himself. I didn't make it past this point, and there was nothing in the first part of the level that was, in my opinion, worth playing again, so I left it at that.

Looks intentionally messy, it just didn't work for me.
Playability Tough, but not frustrating, yet some areas need a bit of work.
Fun Factor It's worth a try, some funny moments.

Over all: ***

Second Opinion on Hobo Wizard
By T20Thoughts
Reviewed by Maraz_Matari

I actually quite enjoyed this level. It had a little bit of humor with a great touch of hardcore platforming. The story is quite simple and kinda reminds me of how old school platformers (Mario, Sonic ring a bell) were just thrown to gether to make you pass crazy obstacles, and challenges. The Visual style here looks messy at first glance, but then you see well placed stickers or random objects, that were placed on purpose to give the feel of garbage littered throughout the level.

Some of the challenges were very difficult and felt very cluttered, but yet when you took your time and studied each section they weren't too hard to pass.

suggestions: The last boss, once weakened was too difficult to reach his weak spot.

visuals:
challenge factor:
hoboness:

**** and a heart from me!!!
2009-02-22 18:57:00

Author:
Dimo1138
Posts: 179


Hobo Warrior by T20Thoughts

Well, this level was a bit more pleasing to the eye than it's predecessor, yet even still, it didn't really catch my interest too much. It was also put together a lot better. I really liked the way you designed the Hobo Warrior, it looked good. The platforming was pretty fun. The section with the winch that you need to navigate through the upwards tunnel, while very clever, was kind of annoying. Now, the issue I had with both this level and the last one, is that if you are going to build a difficult level, you need a certain degree of finesse to keep people playing, and not quit out. One aspect of that you nailed: the use of double life gates. You used them in the right spots, giving people enough lives to deal with an unfamiliar obstacle is a good move. However, keeping people interested is a tougher one. There needs to be an underlying method of motivation to keep the player interested. This could be done many ways, with the use of really nice aesthetics, a well written story or a cool mid-boss, none of which was really present here. While I like this one a bit better than the first, I still didn't really enjoy it. I would like to see more from this author, maybe something with the same style platforming but with a better looking back-drop.

Looks: I'd like to see something with a different visual style from the same author
Playability: Nice platforming, devices worked properly.
Fun Factor: Not much motivation to warrant multiple tries.

Over all ***
2009-02-22 19:21:00

Author:
Dimo1138
Posts: 179


Thanks for the reviews, y'all! Muchly appreciated. Yeah, opinions about the look of the levels seems to be divided between "really cool" and "meh". I was mainly trying for something unique.

Keeping people interested... I suppose I could expand the dialogue/monologue a bit, see about adding some more rewards. Maybe see if I can put in more of a background in the rising-and-falling-buildings bit, which, admittedly, is a little plain! Added details and such. Nothing can be done about "Hobo Wizard", since that one's hovering juuuuust under Overheating, but there're still possibilities for "Warrior".

There is actually a hint in the "Hobo Wizard" boss fight, if you read the speech bubbles beforehand. "The weak spot on his shield is red-marked", I believe it reads, without having the game in front of me right now. Basically, fire at the red spot on his shield, and it dissipates and reveals an unprotected Brain ripe for the picking. Of course, if you don't enjoy the mechanics, then I guess there's not much motivation to think too much about it!
2009-02-22 20:51:00

Author:
Unknown User


Thanks for the reviews, y'all! Muchly appreciated. Yeah, opinions about the look of the levels seems to be divided between "really cool" and "meh". I was mainly trying for something unique.

Keeping people interested... I suppose I could expand the dialogue/monologue a bit, see about adding some more rewards. Maybe see if I can put in more of a background in the rising-and-falling-buildings bit, which, admittedly, is a little plain! Added details and such. Nothing can be done about "Hobo Wizard", since that one's hovering juuuuust under Overheating, but there're still possibilities for "Warrior".

There is actually a hint in the "Hobo Wizard" boss fight, if you read the speech bubbles beforehand. "The weak spot on his shield is red-marked", I believe it reads, without having the game in front of me right now. Basically, fire at the red spot on his shield, and it dissipates and reveals an unprotected Brain ripe for the picking. Of course, if you don't enjoy the mechanics, then I guess there's not much motivation to think too much about it!

I hear you on the thermometer issue, though I wouldn't expect you to take too much time fixing things in that level, especially when you could be spending your time doing something new. Now that you mention it, I remember the "marked in red" clue. The problem with that was you are unable to re-read that particular speech bubble, due to it being at such a close proximity to the first one. Maybe you could tweak the radius of it and make it so that it can be re-read. I can almost guarantee that will prevent a good portion of people from quitting out. Important info should be easily accessible.
2009-02-22 21:08:00

Author:
Dimo1138
Posts: 179


Review for Sky Town by Logan1223

Visuals...

once you pop out of this level you get to see some pretty decent visuals, i liked how the creator manages to create a simple ship that floats in the air by the use of pistons.

-1 thing that i noticed (minor gripe)you can see the magic mouths on those mechanical birds that help you in the level.. i think those mouths dont fit at all and birds (even mechanical ones) have beaks.. i suggest taking that out and putting something else in.

Story...

this bird tells you that the motors are down and your going to repair them.. okay, thats good, ive got an objective.

but then you were supposed to be doing repairs then the mood suddenly changed, you then find out your sky town is under attack by the dreadnought? whos the Dreadnought and why were they attacking? what happened?!! the story started good, then suddenly it changed to something else, and with no explanation.

Gameplay...

there's only platforming on this level and a slow roller ride in the end, its short and its lacking.

1 thing i noticed... the jetpack that you get seemed odd (the area its in, i mean) you had this electrified wall above but the ground isnt, the platform you have to jump onto to get the jet pack doesnt pose any threat at all, i could just walk up to the jet pack and get it, while doing this it makes more sense if you had the ground electrified as well.

Music...

- the music and sound effects fit okay upto where you get onboard to a bigger airship then it starts to change between these 2 types of music, 1 where you pass through the bombardment of the dreadnoughts ship above, and the other when escaping, the 2nd one doesnt quite sound right (sounds like your in a jungle but your actually escaping down from the sky town, you should hear something that makes you panic) i suggest changing that.

overall i tagged it beautiful and gave it 3 stars, since it actually has a story (fix something, even tho it didnt need fixing, find out you were getting attacked then escape)

Visuals
story
gameplay
music


Suggestions

the level looked pretty decent but the story and gameplay is lacking its short and i really didnt know what was everything was all about.

this should be a 2 stars but your visuals were a plus. i refuse to say that the level is finished i suggest working on it some more.

overall *** and good
2009-02-22 22:43:00

Author:
graygoose
Posts: 371


Review for Little Big Galactic Frontier: The Icarus Project - Part 1

Created By dcf

okay when i looked for your PSN and noticed ive played your Boss AI tutorial before i knew this level was gonna be interesting..

so here we go:

this level is about sackboy being sent to a distress call from a spaceship... you then explore around to figure out whats happened and so your quest begins here. (you are then informed by your IONN [the real you] will be there helping you out all the way, i think thats pretty cool it even shows you inside your own pod with your PS 3 controller in it)

the level design is consisted with the shinny metal to make it look like your in a ship but also there are other materials added in it that doesnt fit right like thos yellow stoned platforms plus the addition of dark matter as main platforms were quite inappropriate.

now after being sent down to a planet you get to stop the creature absorbing the too much energy.. this is where the real challenge comes in.

there's plenty of good platforming involved and i liked hanging on those grabable material while trying to get some points.

now the boss part is the meat of this level, i give you kudos for creating such a smart creature... there are 6 platforms that you are able to stand on while fighting the boss but, the thing is he seem to know where your located and fires accurately in that direction.. thats cool isnt it? now I know exactly how he managed to o this since ive played his Boss AI tutorial before, he even has one that would create random movements for anything i recommend checking that level out if your interested in creating complicated bosses.



my Suggestions and things ive noticed that needed fixing

- one of your text bubbles inside the room with three astronauts disappeared before i was able to read it

- i got to the room where you must chase the creature with the platforms that fall apart when you jump on them, its just odd that i got to as high as i can and im staring at the creature... im not sure what to do then so i just dropped back down... it feels like maybe im supposed to fail chasing it, but i didnt? i think you can work on that some more and make it look like the creature actually gets away and you unable to chase it.

- you need to work on how to choose which best material to use when creating a level, this helps alot with your visuals and it helps players believe in your story.
- the music wasnt that great but i can say its okay.

Story
gameplay
music
visuals

overall *** brilliant and a heart because of your boss!
2009-02-23 06:23:00

Author:
graygoose
Posts: 371


Review for Little Big Galactic Frontier: The Icarus Project - Part 1

Created By dcf

okay when i looked for your PSN and noticed ive played your Boss AI tutorial before i knew this level was gonna be interesting..

so here we go:

this level is about sackboy being sent to a distress call from a spaceship... you then explore around to figure out whats happened and so your quest begins here. (you are then informed by your IONN [the real you] will be there helping you out all the way, i think thats pretty cool it even shows you inside your own pod with your PS 3 controller in it)

the level design is consisted with the shinny metal to make it look like your in a ship but also there are other materials added in it that doesnt fit right like thos yellow stoned platforms plus the addition of dark matter as main platforms were quite inappropriate.

now after being sent down to a planet you get to stop the creature absorbing the too much energy.. this is where the real challenge comes in.

there's plenty of good platforming involved and i liked hanging on those grabable material while trying to get some points.

now the boss part is the meat of this level, i give you kudos for creating such a smart creature... there are 6 platforms that you are able to stand on while fighting the boss but, the thing is he seem to know where your located and fires accurately in that direction.. thats cool isnt it? now I know exactly how he managed to o this since ive played his Boss AI tutorial before, he even has one that would create random movements for anything i recommend checking that level out if your interested in creating complicated bosses.



my Suggestions and things ive noticed that needed fixing

- one of your text bubbles inside the room with three astronauts disappeared before i was able to read it

- i got to the room where you must chase the creature with the platforms that fall apart when you jump on them, its just odd that i got to as high as i can and im staring at the creature... im not sure what to do then so i just dropped back down... it feels like maybe im supposed to fail chasing it, but i didnt? i think you can work on that some more and make it look like the creature actually gets away and you unable to chase it.

- you need to work on how to choose which best material to use when creating a level, this helps alot with your visuals and it helps players believe in your story.
- the music wasnt that great but i can say its okay.

Story
gameplay
music
visuals

Thanks a ton for taking the time to review the level!

I'll need to look into the disappearing dialog box. I've since figured out the cause (the magic mouth needs to be onscreen or the dialog box closes immediately after it opens) and must have missed fixing one.

The creature chase room is set-up to allow for either failure or success. If you succeed at getting to the top the objective complete sound plays and a prize bubble containing a sticker falls. If you fail (by falling) the objective fail sound plays and you don't get the prize bubble. It's a design failure if there is player confusion so I'll work on clearing that up right away. Maybe I'll add in an animation when you succeed with the creature dropping an explosive, which causes the sponge sackboy is holding to fall, forcing the player back down. Either that or a magic mouth of sackboy saying "No good, it's getting away. I better head back down."

I'll definitely spend some more time looking at the materials and patterns. The MGS pack has really helped me out by adding some more interesting scifi materials. I'll also make sure to remove the dark matter. I can't believe I left that in.

My major focus in designing the level was using logic gates to enhance gameplay. I'm very happy that you gave both the gameplay and story a 4. Likewise, I'm grateful for the honest feedback. I'll need to spend more time working on the sound and visuals in the future.

Also, thanks for plugging my "boss AI tutorial" level. I'm always glad to share my tools. So far I know LuckyShot has used them to make a boss in his third Dr. Rocket level and Maraz_Matari made at least one boss using them in his Seeing Red level, both of which I highly recommend.
2009-02-23 20:34:00

Author:
dcf
Posts: 468


Night Adventure *FINAL VERSION*
LBPC Name: Showknic
PSN: awasad

This level has some interesting lighting displays, but really doesn't offer much more than that. I'd definitely recommend playing this level if you're looking for some good lighting ideas. There's little to no challenge in this level, but it makes up for it with some of the visuals.

Not much to say about this level as it was mainly just to show off some lighting that can be achieved.

Suggestion: the part near the end, with the star hollows with lights in them, I'd tweak the sensor Switches to the Speed function to make them fade in and out as the player nears them.

Lighting: some good displays here.
Amount of lights: Plent to go around!!!

Overall: *** Good if you need some ideas for lighting.
2009-02-23 21:14:00

Author:
Maraz_Matari
Posts: 105


Sack'n Through Time
LBPC Name: leadheavy52
PSN: Momma913

Okay I just loaded up this level and I really like the way things start. The intro elevator was cool, I felt like I was selected for an experiment, and the time machine effects were AWESOME!!!

The beat down, burning tank is cool, and I really like how you did the communication to the scientist, looks really cool.

I see you used MM army men for your soldiers... but still effective.

The dinosaurs were pretty well done too, but the scientists device has it's switch showing.

The catapult was well designed, from functionality, to physicality and I really liked your hydra/dragon . I can tell you spent a lot of time on this level.

I enjoyed the pirate ship, and the puzzles involved with it, but the bottom left light in this time machine doesn't come on, small issue but wanted you to know. Your custom pirates made me laugh out loud.

WOW, didn't expect the next time at all I won't spoil it here, but nice idea .

However, I don't like the way the level just ends, with no real ending. I think you should return to the lab, or something, anything would be better than just ending it there.

Suggestions: Change some of the puzzle pieces into something besides blocks. Make a key, look like a key, a device like a device, slap some letters onto a box that spell "ammo" and BAM you got yourself an ammo box. Do that and give it a justifiable ending and this level would totally amaze some minds

Visuals: Used alot of custom stuff, with very little MM objects, well done.
Puzzles: definitely had plenty of nice puzzles scattered here and there.
Time Traveling Without Flux Capacitors: No DeLorean here, but still an awesome adventure through time!!!

Overall: ***** and a Heart from me
2009-02-24 01:43:00

Author:
Maraz_Matari
Posts: 105


whoops.....................2009-02-24 02:37:00

Author:
johndizzle888
Posts: 34


i guess you made a new thread, i would like my level reviewed. "chaotic fantasies" by johndizzle888

This thread is specifically made for the reviews, hence the name Review League! (Reviews)

To request a level, click on the search button on the navigation bar, and type Review League! (Requests)

Dimo, you can delete these two posts when he reads it.
2009-02-24 03:53:00

Author:
Whalio Cappuccino
Posts: 5250


Review for Rescuing the monster's child

by amazingflyingpoo

looks like this is a sequel to a previous level called rescue the monster, and now this is about you rescuing the baby one lol!

you then start off by unlocking the cage so the baby monster gets out, now the gameplay is about you catching up to it and lead it to its escape... simple enough, but ofcourse you got your obstacles such as platforming.. theres also some sort of a multi-path in this level so theres replayabilty. but no matter which one you take you'll still get the same route in the middle part of the level and its single path for the rest.

theres a path to your right that leads to a prize bubble, the top leads to a simple puzzle that you have to solve also theres another path to your right.

- i like the design youve made in the upper path, the way youve put up the pipes together looks good and adding water leaks looks good also. the computers to the right looked good but your background seem lacking in detail all i see is a wall

- down from it are police cars inside a company that captures monsters... that seems odd. theres also the option of multiplayer on this level, unfortunately im bymyself so i couldnt see hat part of the level.

- after that you finally meet with the four legged floaty monster and you get to ride it yeepeee!!

once youve reached youre destination theres some sort of a boss fight with a helicopter, that wouldnt let you take the monster away so you take em down with a P90 submachine paintinator gun..

___suggestions!

- you have a few parts in your level that looked good but overall the level design has too many random things put together.. choose your materials properly if its a building then make it look like a building add some windows, doors, some stairs and what not

- your baby monster could use some complete makeover, its a floaty hotdog with 4 legs, it does function and it makes monster sounds but it doesnt look like a monster to me.

-youre first puzzle looked fine but your 2nd one didnt look right, 3 keys i had to put in their respective holes, and their made out of grab material inside a building... why man?

-there was only 1 type of background music i listened to, the whole entire level. perhaps you can put some variety, next time.

visuals
gameplay
music
story
2009-02-24 11:32:00

Author:
graygoose
Posts: 371


Thanks for the review

In the Spiky Stone of Doom, you're supposed to run right you can survive that way. It's not really clear but there's really no way how to make that clear in a elegant way... Ah well..

I tried spiking the pirates' swords but that looked worse than electricity (in my opion anyway) so that's not going anywhere, my thermometer didn't agree with that either, so it's staying as it is I guess.

Good luck with the reviewing. (PS, check the title, it has a spelling mistake)
2009-02-24 12:52:00

Author:
Wyth
Posts: 263


Sack'n Through Time
LBPC Name: leadheavy52
PSN: Momma913

Okay I just loaded up this level and I really like the way things start. The intro elevator was cool, I felt like I was selected for an experiment, and the time machine effects were AWESOME!!!

The beat down, burning tank is cool, and I really like how you did the communication to the scientist, looks really cool.

I see you used MM army men for your soldiers... but still effective.

The dinosaurs were pretty well done too, but the scientists device has it's switch showing.

The catapult was well designed, from functionality, to physicality and I really liked your hydra/dragon . I can tell you spent a lot of time on this level.

I enjoyed the pirate ship, and the puzzles involved with it, but the bottom left light in this time machine doesn't come on, small issue but wanted you to know. Your custom pirates made me laugh out loud.

WOW, didn't expect the next time at all I won't spoil it here, but nice idea .

However, I don't like the way the level just ends, with no real ending. I think you should return to the lab, or something, anything would be better than just ending it there.

Suggestions: Change some of the puzzle pieces into something besides blocks. Make a key, look like a key, a device like a device, slap some letters onto a box that spell "ammo" and BAM you got yourself an ammo box. Do that and give it a justifiable ending and this level would totally amaze some minds

Visuals: Used alot of custom stuff, with very little MM objects, well done.
Puzzles: definitely had plenty of nice puzzles scattered here and there.
Time Traveling Without Flux Capacitors: No DeLorean here, but still an awesome adventure through time!!!

Overall: ***** and a Heart from me

Thanks for the review! I'm glad people are liking the amount of time I spent creating this level. I currently have my hands full with my third level, but it's top secret, so I can't indulge with any ideas, but I'll make it a point to go back and pay attention to some of your suggestions. I thought that it would be cool to return to the lab at the end of the level, but the thermometer won't allow it. I'm pretty sure I can spice up the end however. Thanks again.

Austin
2009-02-24 19:23:00

Author:
leadheavy52
Posts: 26


The Bearer - Part I : Incipit
LBPC Name: Takelow
PSN: Takelow

This level contains an introduction to the rest of the series. How ever not much actually happens here. While the level is entrenched with some of the best visual styles I've seen in LBP, I hope this is a promise to what the rest of the series is entitled to. I really liked the way the trees, buildings, letters, books, pens, and rings looked in this level.

Suggestion: Add some more challenges, or something to spice it up more.

Visuals: They were absolutely suburb!!!
gameplay Very littl;e, nearly none.

Overall **** The visuals pull this level up greatly.
2009-02-25 00:22:00

Author:
Maraz_Matari
Posts: 105


The Bearer - Part II : The Ring
LBPC Name: Takelow
PSN: Takelow

Okay this second part was exactly what I was looking for, more story, more challenges, and you still carried over the great artistic style!!! There are some pretty good (while simple) puzzles, here, and you did a good job hinting/telling what should be done in each situation.

I think you did a great job on the wizard, and a wonderful job on the Shire!!! You told the story while not getting over complicated. Well done.

Suggestions: There was a music box near the end that was visible.

Visuals:
Gameplay:
Making J.R.R Tolkien Proud:

Overall: ***** and a heart from me.
2009-02-25 00:48:00

Author:
Maraz_Matari
Posts: 105


The Bearer - Part III : The Fellowship
LBPC Name: Takelow
PSN: Takelow

This third part is also very great. Once again great visuals, and the story seems more in focus on this one. You did a fine job on the enemies, and obstacles. My wife even chimed in and said how good these levels looked .

These levels do a great justice to retelling the LotR saga.

Suggestions: The part where you are forced to die twice needs to be changed to a double life checkpoint. I died, once jumping down, then the brain on the enemy popped me up into the gas... then I was forced to die the first time, then the second time I ran out of lives and had to restart the level, many people wouldn't restart the level, and rate it low on their way out the door. Plus as pointed out in the comments section, the part would be impossible with multiple people I think.

Visuals:
Gameplay:
Number of LotR Flashbacks:

Overall: ***** a heart and an author heart from me.

Note: Sorry for such short reviews, but sometimes when a level is really well done, I don't like to keep repeating how I liked everything .
2009-02-25 01:45:00

Author:
Maraz_Matari
Posts: 105


Where's the Professor's Hat?!
Username: ProfessorHat
PSN: ProfessorHat

Description: Poor old Professor's been wandering in the garden and, lost in his thoughts, has misplaced his hat. Will you help him? There's multiple routes, but which one leads to the hat?

I'll start with the bottom route. It is the longest and the hardest. It starts off with grabbing raindrop-shaped sponges over a fire pit. Plain, but effective. The next obstacle is a set of moving stone platforms over horrible gas. More or less the same thing as before, but still different enough. Now for the third section... another stone platfom moving back and forth, but what's this? Spikes on pistons moving up and down, along with a comment, "Crikey! This is going to take some timing!" After a few tries, and possibly a level restart or two, you'll get the timing right. A little harsh for players used to easy levels. After that, the Professor gives you a photo of himself (is he being vain or is there a secret to it?). The next section has you jumping on see-saws, defeating Lone Swipers, and swinging on sponges. This is an innovaive idea, but not implemented as well as it could be. After you've cleared that, you have to jump on the swaying objects from the Wedding. From there, you jump onto a moving platform, but the platform is going back and forth too quickly, and it is even harder to get the timing right than the obstacle mentioned before. Again, this is way too hard for casual players. It wouldn't be so hard if it weren't for the swaying objcts which screw with your momentum. Also, adding a second to pause the platform would work really well. After the moving platform, ride a blue vehicle to the scoreboard.

Now for the middle route. Taking a balloon at the start of the bottom route, and you go to a set of stationary stone platforms supported by Dark Matter. From there, go past a rocket to find a tunnel.The tunnel is filled with Point Bubbles! A piston-powered push will help Sackboy (or Sackgirl) through the tunnel quickly, getting all of the point bubbles at the same time. From there, you have to make your way to the top of a slope, while flaming obstacles fall down the hill. It reminded me of Dodge Those Iceballs. The next section isn't a platformer, it's a puzzle! The Professor seems to have not finished a crossword, so you are obliged to help. This was honestly my favorite part of the level. You strap on a Jetpack and pick from a selection of letters. Thankfully, for those who aren't the best at spelling, he gives you hints as to what the letters are (1 consonant and 2 vowels). Take the lift after you complete the puzzle, and you find a piece of cardboard with a sticker switch on it. Hmm, perhaps the Professor can give you the sticker needed? After that, you go to the blue vehicle again and to the end of the level.

The top route is accessible only by riding the rocket I mentioned earlier, aaaaaall the way up following some signs, which makes a stone bridge fall and block the way back down (I really liked that bit as well). It leads the way to new paths. From there, you can grab a giant spinning sponge or go through a cave. Take the top section first, as you need to hit a couple of switches. The first switch is a lever that turns on the lift in the cave. The second switch blows up a wall blocking your way. On the way there are a few big glass blocks. They were very out of place. Also on that path is the Powered Chain Platform from The Mines (the vertical conveyor-belt-like object). Some people aren't fond of having Story items in user-created levels, as it replaces what could have been something original by the creator. Back to the cave. A few enemies from the Canyons are also in the cave. I have to say, those actually fit in pretty well with the background. For some reason, there is a Grab Switch-powered lift in there, that doesn't even go all of the way down. At the end of the cave, you go into another, more sizeable cavern-styled room Some more moving platforms, some more horrible gas. Since it is on a different path, it doesn't feel old unless you've played the level multiple times on different paths. On the moving platfoms, you jump onto a sponge which pulls you up next to a switch that opens up the next area for you. In said area is a giant see-saw, which you have to jump from onto a giant mound of stone. When you get on the stone, there is a surprise--it rises up via a piston, moving you to the next section. Now for my favorite obstacle: a lot of moving square platforms in an electricity-filled room. You have to be quick on your feet (er, fingers?) to make it through this next room. However, it isn't as hard as some of the obstacles I mentioned. Just take your time. After this final challenge, you take a couple of lifts back to the familiar blue vehicle.

Suggestions: Add some more checkpoints to some of the areas. Also, this level needs a LOT of polishing. Browse through Decorations and Stickers. Toy around with the Material Changer function. Everything being made of stone gets a bit boring. This is your first level, so you're probably not used to polishing anything yet. Remember, the more levels you make, the more experienced you get.

Visuals:
Gameplay:
Challenge:

Overall: *** and "Multi-path"

_______
Wow, wasn't expecting it to be so long, but when I try to overcome Writer's Block, I tend to ramble on :blush:
2009-02-25 01:46:00

Author:
Sackdragon
Posts: 427


Hi there,

Thanks, really appreciate the comments. Polish is definitely lacking, I shall probably leave this level as is (since the thermometer is pretty much on the bubble!) and, it having taken me so long to make, I'm a bit sick of it now myself! So will start afresh on a new one and definitely work more on the whole look of the level. However, I will take your checkpoints comment on board - are you looking at the bottom section here specifically?

Glad you liked the rocket section and the word puzzle - the rocket section took me ages to get right and the word puzzle really came about as I wanted a different feel to one of the sections rather than just platform jumping etc. and when my friend came round with his wife and she was doing the crossword, the idea came to me!

For some reason, there is a Grab Switch-powered lift in there, that doesn't even go all of the way down.

This is actually there in case you go up to the top level, pull the switch, then go back to the bottom section again and get to the part where the dynamite blows up the wall. If you haven't done this, the camera pans around to show the switch and the "Boom" sticker, but if you fall down there, you can't get back up again without that grab switch. I don't really know why I made it a grab switch / platform on pistons - probably because I was still playing around with the different things you could do at that stage. You can probably see how my learning curve went from beginning to end!

Anyway, I'm also starting to go on now(!) so, again, thanks for the time spent and comments made! :hero:
2009-02-25 23:21:00

Author:
ProfessorHat
Posts: 2


Yeah, ProfessorHat, it was mostly the bottom.
___

Last Train from Little Big City
Username: jedijeff
PSN: Jedi_Jeff

Description: Find a treasure map during yor ride on the train and begin an epic adventure to locate the hidden treasure. Don't forget to use the switch triggers you collect in the stickers section of your popit menu. Comments are appreciated.

You start off in a dusty old town, presumably at a train station of sorts. A local gives you some medicine to deliver, and you board the train going to the next town. During the train ride, you'll have chances to get point bubbles. I really liked that part. The train itself is also very well done, having a caboose, a coal carrier, a front engine, and more. On the way there's a water tower. It was a good idea to include steps on it, in case people fell off of the train too early. At the top of the water tower is a custom PS Eye sticker. The sticker is a picture of a map which jedijeff drew up himself (nice handwriting btw). No doubt this was an early diagram of part of the level. After obtaining the map, there's a sinkhole on the tracks. Oh dear! No worries, if you fall along with the train, there's a sponge on a winch ready for you. One small thing that kinda bugged me was that the train's wheels kept spinning, after it blew up. You can make a simple set of switches to fix that. I assume you used a permanent swich set off by a motion sensor swich, so just have it so that when the train crashes, a piston puts a magnetic key into the inverted magnetic switch's radius (I can make a drawing if you want me to explain). After the train wreck, you see a sign, and a local tells you about a secret entrance to a treasure chamber that opens if you have a map. If you don't, just walk over to the scoreboard.

Apply the map sticker and the entrance appears. You fall down and enter some sort of cave. Along the way, you hear voices which give you hints. Now you have to take some tests relating to Prudence, Wisdom, Kindness, and Faith. The first test (Kindness) has you choose between prize bubbles or saving a child's life. The first question I asked myself is "Well, how many points bubbles are there?" With only a measly 5 or so, I decided I'd try the child. The second question I asked myself, "Why would a child be in here anyway? What if no one came down into the treasure chamber?". Anyway, I decided to see what would happen if I chose the point bubbles. Booby trap, as in a rock crushing you. Marching on, you cross a fiery floor, with the path changing between layers quite often. This part interested me greatly, and I might make a level out of that part. Next up is a path of floating platforms, supported by Dark Matter. The Dark Matter was well hidden for the most part, but with the camera view, you can see it on one of the platforms.

Now for my favorite part, the second test: Wisdom. you see four blocks with strange symbols on them, resembling an M with a line through it, a heart with a line at the bottom, a normal M, and what looks like a butterfly. He gives you a hint: "Reflect the order". Of course, being the secret-loving player I am, I enlarge the map sticker and see the four characteristics mentioned before: Prudence, Wisdom, Kindness and Faith. I was then looking for secret meanings in the symbols... which led to ten minutes of unfruitful guessing. After a while, I guessed them all correctly, and I figured out the secret to the symbols. That was honestly my favorite part, as it made me have a "DUH" moment (I'll let you guys figure ou the secret on your own).

Test three: Faith. Shortly before you start, it shows you the order of what buttons to hit. This may confuse you at first, but they hold later meaning. As you start a race, you will find buttons on the way: one button will open the path, the others will kill you. This truly is a test of faith, because you question if you can trust the creator or not (I've made a nasty trick or two before). But, true to his word, the paths work. Grab a winch going up and you'll end up coming to a glassy slope with fire on either side. Simple enough, until... a giant bolder comes rolling after you! Make your way down the slope to safety. It felt like an Indiana Jones movie, with the boulder stopping at a narrow passage. If you make it fast enough, some bonus prize bubbles are yours. Now you have to make your way across a horrible gas floor, jumping on stepping stones that go up and down. This part is easy until you get to the rotating stones. Some just go around 80-90 degrees, but some go around in circles, so time your jumps carefully! In the next room are giant stones connected to pistons ready to flatten your Sackboy (or Sackgirl) into a pancake! Just take your time on the first set, and make a mad dash on the second set. Hop up some platforms and hit a switch to open up the path to the next test.

Test four: Prudence. This test has you pick from three tunnels. Only one leads to the next area. Of course, the tunnels are out of view, so you have to guess. However, if you walk slowly the fire won't kill you if you picked the wrong choice. After this short test, you are rewarded with prizes... none other than the titular train itself! Pick up the prizes ad head outside to the sinkhole that engulfed the train earlier. Grab the winch and go up to the scoreboard. A voice will congratulate you on finding the treasure.

Suggestions: Wow, can't say you need much, other than what I may have already suggested above.

Visuals:
Gameplay:
Challenge:

Overall: ***** and a Heart
2009-02-26 01:29:00

Author:
Sackdragon
Posts: 427


Thank you for the nice review. I'm glad you enjoyed LTFLBC.

The train wheels are actually connected to a proximity sensor at the beginning of the level. The farther you move away from the start of the level the faster the train goes. It provides a nice steady ramp up in speed but there is the problem with them still spinning after the crash. I will see if I can fix it, since it kind of bugged me too.

The wisdom test is the one that gets the most comments. I've pretty much done everything I can think of without giving away the answer. For anyone that gets stuck here, there is one last clue in the photo collection.

Thank you again Sackdragon for taking the time to review my level.

Jeff
2009-02-26 04:52:00

Author:
jedijeff
Posts: 33


Wow, Thank you for the great reviews!
I appreciate a lot.

I agree the gameplay interest is increasing level after level. The first one is just a sort of "teaser" of what you can expect in a visual point of view for the next levels. The concept of "bearing the ring" is explained at the end of the level.... And i must admit that it is the most interesting gameplay element of the series.

I am happy you loved the series, and that you hearted the levels and me as creator
Thank you
2009-02-26 06:48:00

Author:
Takelow
Posts: 1355


Wild Wild West by Sacbkboy223

I liked the start to this level, a train ride through the wild west into a little station. I wandered all the way back left, hoping a for a secret or a point stash, but there was nothing there

The rocks in the level need some corner editing. As they are they will eat a LOT of thermo, there are also sections where you have to walk on them, Sackboy gets stuck in them.

I liked the roller coaster section in the mine carts, it was a blast. The section where the track raises, and you change direction, and the loop the loop where the highlights.

The use of materials in this level is good, it all fits in and gives a cohesive look. The camera angles also add to the look and feel of the level and are setup (in most cases) very well.

I had a problem with the mine cart section just before the end, you need a camera angle to show the player the cloth swinging. At the moment, you have to die the first time you see the section.

Suggestions: Block off the players route to the left when you get off the train. I found there where a lot of areas you could get sackboy to, like up on the rock faces in the background and going left at the start etc, but there was nothing up there, perhaps you could add score bubbles to encourage a little exploration? Switches need hiding on the roller coaster section and the dissolve needs stickering. You need a camera angle for the last section.

Looks Good use of materials, the rocks need work though.
Playability Well made and designed, no real faults.
Vehicle Sections Excellent, I really enjoyed these parts

I enjoyed the level, the vehicle sections where well designed and really fun, the materials were well used and gave the level a nice look. Everything worked perfectly also, its obviously been well playtested.

*** and "fun" tag left
2009-02-26 13:46:00

Author:
GruntosUK
Posts: 1754


Review for Robotnik Owns

By DSKEmilio

well this one is pretty looking, you start off as a recruit for Dr. Robotnik's henchman..you are to deliver supplies for the Evil Robotnik himself since his henchmen arent too reliable..

the visual feel of the level is well done and the character and defective robots designs are impressive i like it..

theres definitely humor in this level you'll find yourself smiling and a laugh or two since the character conversations are funny as heck.

also the rides are a good way to set variety in your gameplay, even tho you sonic ride is buggy, i suggest either editing more on those gas or let people know where to hold on to like waht you just informed me about, in game.

the music is good, i like how when you enter a different environment and your appropriate music changes along with it thats a plus my friend.

after experiencing such a good looking and funny level you then get shot down by a volcano and thats the end of it...

suggestions

-i noticed in the begining that youre forced to blow up your own eggomatic, since i tried to ride it when the dr. asked me too. perhaps you can make it look like an accident or something instead of blowing it up with that switch... its kinda funny in a way, but if that is your purpose then its okay. this is a minor gripe tho, that doesnt effect your review (well only a tad bit lolz)

-another issue that i saw was the part where you fight the robot that fires plasma balls is quite buggy, theres no problem with the robot itself but the platforms that supposed to launch you high in the air do not work right, sometimes even when jumping on them, they dont work at all causing me wo get hit by the plasma. please fix it.

- theres a red platform launcher after the sonic ride that doesnt quite launch you as high as you need it to.. i could tell theres a platform above that you could go to and is optional... please fix that as well

Overall


Visuals
Gameplay
Story
Music

**** and beautiful tag and a heart from me.


also i just Champed your level..
2009-02-26 20:27:00

Author:
graygoose
Posts: 371


Alright, awesome. Thank you very much for your review, it's exactly what I was looking for. I'll take your suggestions into consideration for the next update. I'm glad you had a good time!2009-02-26 23:22:00

Author:
DSKEmmanuel
Posts: 12


Resident Evil: Sackocalypse

By FabbieSack
PSN:Linenman

Well, I played this level a few different times and it was a really great level. It is based off of the Resident Evil movies that are out. If you like the collection of movies then you should enjoy playing this level. I really liked the whole set up of the level, it was really good as it pretty much went along with the movies for the most part. She included zombies, as well put one of her friends names in the level as the main zombie to be destroyed, the level talked about umbrella corporation which was in the movies as well. I love the movies and really enjoyed the level. This is a level which you have to really pay attention to when you are playing so you will know what to do or where to go next. I liked that about the level. The only part that gave me any trouble is when I got to the ladder and the trouble I had there was the first time it broke in two and I had to restart the level, then the next time it did not even come down for me to grab on to, so again I had to restart the level, but after that it worked just fine for me. I like the fact that you really have to focus and pay attention to the level to beat it. At, the final boss if you are not paying attention it will get you good. The level in general I enjoyed it, recommend it for others to play.

Suggestions:The only thing really I would suggest is that you go and check out the ladder and make sure that it is functioning properly, so that if others do play and get to that point and it messes up on them like it did me they won't be totally lost.

Looks:

Playability: -the ladder was the only issue.

Fun Factor:

***** and a Fun Tag and Heart from me
2009-02-26 23:47:00

Author:
Lil-Pingin
Posts: 396


I'm gonna try to summarize this time... lol.
___
Chaotic Fantasies
Username: johdizzle888
PSN: johndizzle888

Description: This is the second best level in lbp history and im serious. im not joking. this level will amaze you. its just awesome.

First thing I'd like to say: if you brag about how it's the second best, people are gonna hate your level before they play it. It's just as bad as H4H.

First area: dodging the lights. The lights were a great idea. The timing made me feel like I was playing a Mario game. I think you might want to also make the switch in this section turn off the lights.

Second area: hanging over the gas. I wasn't completely sure where the gas was until after a few tries. Maybe pick a more contrasting color of gas.

Third area: dodging electric bars. Another great idea. I thought it went a little too quickly, though. For example, I was on the top platform and it went to the middle/bottom, I would barely have enough time to get there, making this a quick-thinking obstacle.

Fourth area: the lights of death. The lights really intrigued me. They went along really well with the VR materal. As for the obstacles themselves, I really didn't get any hints about them until they killed me (or I accidentally dodged them). Kind of a trial and error thing.

Fifth area: the moving house. This was executed very well, but it could've been easier with a 3-way switch.

Sixth area: monkey bars sponge. Waiting for the lift got boring, especially if you just missed it. Tweak the piston to flipper (you have to decide whether to do in or out), and it'll go up normally, but come down quickly.

Seventh area: the zipline. Another area that made me feel like I was playing a Mario game. My only complaint is that it is too long; imagne dying at the very last part, and having to wait for it for a minute (which seems like a while in LBP time), and then having to go through everything again.

Eighth area: the end. I liked the "proof of victory" photo idea. Other than that, nothing to address.

Suggestions: Try fixing the small things I mentioned above. My only major suggestion is to fix that zipline problem (not sure how, though :/ Maybe emit another one?). Other than that, you dd a pretty good job polishing and plotting.

Visuals:
Gameplay:
Challenge:

Overall: *** and "Difficult"
2009-02-27 01:41:00

Author:
Sackdragon
Posts: 427


Resident Evil: Sackocalypse

By FabbieSack
PSN:Linenman

The only part that gave me any trouble is when I got to the ladder and the trouble I had there was the first time it broke in two and I had to restart the level, then the next time it did not even come down for me to grab on to, so again I had to restart the level, but after that it worked just fine for me.



Thanks for the great review girlie .. I know you don't feel good!! I'm glad you enjoyed it though! I really enjoyed making it .

That ladder .. I really don't know what to do about that. It never breaks for me lol .. except that one time when we were both on it. It's on an emitter (set to replishish every 25 seconds) .. so why it didn't come down is beyond me. I've had people tell me it's done that before, but again .. I've not been able to really replicate it (that time it broke with us it was there waiting on us when we came back yanno).

If anyone else has had similar emitter issues .. I'd really love to know what they did to fix it.
2009-02-27 02:05:00

Author:
FabbieSack
Posts: 88


thanks sackdragon i liked your review2009-02-27 03:02:00

Author:
johndizzle888
Posts: 34


I fixed all the issues brought up with my level. The one thing I can't do is add more to the ending without taking away anything since the thermo is about to burst. The pseudo sonic part was fixed so you can only grab on to the left side to activate it, and the platform on the sonic was raised a bit. Also the ramp with the deadly gas was fixed and aligned better so you wouldn't get caught in that hill anymore. I just played it with 2 other guys, and all 3 of us made it to the top no problem.

What I would have liked to do for the ending was maybe have a cameo of sonic and tails, preferably making fun of robotnik's plans. Then they would be draggable for the group picture at the end. But I honestly have no more space to even make a cut-out with a sticker of sonic slapped on. (which I'd never do, creating out of material is the fun part) but thanks again for the review, and thanks again for giving me something to work with for the improvments.
2009-02-27 03:09:00

Author:
DSKEmmanuel
Posts: 12


Sac-Man

by jedijeff
PSN:jedi_jeff

I really liked the whole layout of this level, was very close to the original arcade game pac-man. One of my favorite games. I thought it was a neat set up using the jet packs to let you go through and collect the point bubbles as well as the ones that makes the sirens go off, which allows you to kill the ghosts as long as you hear the sirens. It was just a really nice level. When you first start does a very well job at explaining to you how to play the level and what does what. Makes it all very clear to you, so you shouldn't get confused. Since I like arcade games especially pac-man, I really liked this level alot. Everything seemed to work just how it was suppose to through out the level, didn't have anything not work for me, so that is a big plus.

Suggestions: I think really the only thing I may suggest on this level is that its kinda confusing when two people try to play it, maybe it should just be a one player game. We had a blast playing with two of us till one dies then its just the one playing. So if its meant for a one player then disreguard this.

Looks:
Obstacles: -avoid the ghosts and get the point bubbles
Replayability: -absolutely if you loved pac-man, you will like
***** and tagged point fest, hearted from me
2009-02-27 05:35:00

Author:
Lil-Pingin
Posts: 396


Thank you for the nice review Lil-pingin. I'm glad you liked Sac-Man. It is pretty much a 1 player level. I made it playable by more since a lot of people play in groups. I am working on another arcade type level you may also like, called Alien Invasion. Hopefully I can get the timing issues sorted out sooner rather than later so you can give it a try.

Thank you again for taking the time to review my level.

Jeff
2009-02-27 20:45:00

Author:
jedijeff
Posts: 33


Thanks for reviewing my level. I am disagree with the three stars though. But then again, it is my level so of course I am going to think it is worth more than that. It was great to get some feedback from someone, thanks again.2009-02-27 20:58:00

Author:
Unknown User


Thank you for the nice review Lil-pingin. I'm glad you liked Sac-Man. It is pretty much a 1 player level. I made it playable by more since a lot of people play in groups. I am working on another arcade type level you may also like, called Alien Invasion. Hopefully I can get the timing issues sorted out sooner rather than later so you can give it a try.

Thank you again for taking the time to review my level.

Jeff

Not a problem at all jedijeff i had fun brought my so many old memories of when i played pac-man on the attarii or however you spell it, and cant wait to try out ur other level sounds pretty interesting, just let me know when you are ready....
2009-02-27 21:13:00

Author:
Lil-Pingin
Posts: 396


W.I.F.E by yellowgoblin

First impressions are very good once the level has loaded, I like your use of materials. Its gives it a very creepy, rusty look. It fits in nice. I like all the robot characters to, they look great, and unique, always a plus.

You got some nice platforming sections, i liked building up momentum on the swinging sections, especially the section with the circles on the electrified plaforms (if you know which bit I mean).

Good use of the curtain on fire, I never thought of doing this, it looks really cool.

The use of materials in the level is excellent, as is the lighting, it sets the scene perfectly. I liked the use of the detail in the foreground and background.

I liked how the level changed to the destroyed section, then ending came very quickly, I was enjoying the level and for it to finish quickly was a little bit of a disapointment

Suggestions: I only died once, that was coming out of the start, I walked into the fire The music made my head hurt after a bit, it changes so far through, and I was pleased . You have proximity switches visable. There is a small square of dark matter visible on the second moving platform section.


Graphics Loved the look of it, the characters and the lighting
Music The music at the start got annoying.
Platforming Sections Well designed and fun to play
Difficulty Set just right I thought, I was challenged, but only died once.

I enjoyed this level, it was a joy to play and look at. It was short however, I cant wait to see it expanded.

**** and "beautiful" tag left, hearted to see it expand.
2009-02-27 23:20:00

Author:
GruntosUK
Posts: 1754


Splat Invaders Saga by CuzFeeshe

I loved the start of this level, brought back memories of the old space invaders, which was obviously your goal, and let me tell you, it worked brilliantly, the details and playability were spot on. I also liked how you changed up the patterns for the different stages.

Good, and constant use of materials to. I always comment on this in my reviews, but it makes a difference to me personally when the level looks good, and nice and tidy.

Stage 3 is definetly hard, I let a sigh a relief out when I beat it on my last life, only for the boss the drop down and lay waste to my pour sackboy in a few seconds I definetly was recycled

I restarted without hesitation. I did it with only one death this time, and beat the boss. I liked the fight, it was well done.

Of course, I entered the DO NOT ENTER here section. I loved this section also, I smiled at the little detail of the eye appearing. You designed this section well also, with the moving background and different enemies.

Kudos on the end section also, the way you orbit the earth, and Mr. Spock, Alf and the cat from Spaceballs on the wall, made me laugh.

I laughed out loud at the cow section, nice touch with the hamburger. Your dialogue is also great, as is the picture of the female subject.

The ending to the level was also excellent, the spaceship crash and landing back on earth, and the tractor beamed cow.

Suggestions When the boss leaves the top of the area in stage 3, maybe he could shoot some plasma down or something, to keep you on your toes a little more.

Looks Well designed and thoughout, split nicely into sections
Playability Brilliant, well balanced, nice and challenging
Paintinator Action Well used, fighting great enemys and boss's
Comedy Some laugh out loud moments, I chuckled all the way through

I enjoyed this level, very much. It was nice and long and challenging, and rewarding, you've made a good job here, I can't wait to follow it on with part 2

***** and "brilliant" tag left, and hearted to.
2009-02-28 00:01:00

Author:
GruntosUK
Posts: 1754


Wow, man! Great review!

That's an interesting thought on the "Recycling unit" - I thought maybe the player would need a moment of "whew! he's gone for now!", but maybe....

I'm slightly worried about part 2 now.... I took quite a different direction - more of a hardcore approach with different game styles. (I hate doing the same type of game twice)
2009-02-28 00:12:00

Author:
CCubbage
Posts: 4430


Splat Invaders II: The Caverns Of Splat by CuzFeeshe

I was going to wait and play this tomorrow, but I could'nt wait to be honest so have decided to play it now.

Once again you're use of materials and lighting are excellent. The level looks awesome. Piloting the craft is definetly difficult, it took me about 5 goes to reach the bottom, but it was well crafted, and the design, looks, and lighting (again) were excellent. The detail details make this section, the flaming rocks coming out of the walls etc.

I enjoy your little easter eggs, the first part had some great ones, and so far, this level is not dissapointing either, I found E.T and lol'd (and ate all his candy!)

The rocks falling look good, as does the detail on the foreground, it shows you put a lot of effort into the level. I liked the donkey kong bit, but the section after was back to what I loved about the first level, the space invader section. This one looked a lot better though, the lighting is awesome.

Your space invader sections definetly are the best bits out your levels, they are a joy to play.

This level is a lot shorter than the first, I was'nt expecting it to end so quickly.

Suggestions I don't know whether it was your intention, but I managed to skip the alien in the vehicle by running underneath him and out the otherside, I never had to kill him at all.

Looks Brilliant, excellent use of materials
Lighting Fit the mood perfectly, the recycling sections and the caves at the beginning in particular
Playability More varied than the first, with more platforming and vehicle sections
Space Invader Sections Definetly the stand out point of your levels
Easter Egg Loved the ET section

I liked this level also, although not as much as the first it is still a must play level for everyone. For this to jump to five stars, the length needs increasing, and I'd like more invader sections, although you have said above you like making things different, and I understand this.

**** and "beautiful" left in game, also hearted again.

Ohh, and I got top score
2009-02-28 00:36:00

Author:
GruntosUK
Posts: 1754


Thanks for the great review!

Interestingly, you uncovered a bug I had JUST introduced. A little earlier today I was working with a little uneven material in the boss room and I THINK a piece of material came unglued - allowing you to just walk out of the room without fighting the boss.

It's too bad, too... fighting the boss was probably the most innovative part of the entire game... but, hey! It may have lowered my score, so that's fine with me! (by the way, the 2nd game isn't really MUCH shorter than the first - it's just that if you can skip right by the boss.... obviously this take a big chunk out of the time it takes to beat the level. But also, thermo-wise the initial descent was the ENTIRE height of the level area, so that took a lot of my game)

The interesting thing is, about half the people playing the 2nd level have liked the first better, and the other half have liked the 2nd better. This is about what I would expect since the gameplay is so different between the two.

For instance, OCK and RickTheRipper definately like the 2nd one better - I think because a few of the areas (such as the descent and the boss) challenge them to try new things. But others who like twitch action a little more tend to gravitate toward the 1st. It may have been a mistake to make the 2nd one a sequal - but hey, as long as they're both enjoyable.

Thank you very much for doing the reviews!

By the way, I don't know if you noticed - but every time you crash the descending pod your score goes up! So the struggle at the beginning probably helped get you the high score.
2009-02-28 01:35:00

Author:
CCubbage
Posts: 4430


Zomg Zombies
LBPC Name:Hamsalad
PSN: Ham_Salad

Well first I'd like to say that i really enjoyed your survival challenge, but being as I've already reviewed that one over on the gfaqs thread, I left that one and decided to take this one.

I really liked the intro area. It made you feel like something was definitely wrong with the city. Even with the back ground being sticker cut outs, it looked really cool with the background moving as you walked. Great job on the opening scene.

The zombies in this level looks LOADS better than the ones in the survival challenge, and even thier messes of faces at a glance kinda actually look like a mangled zombie face.

As I progress through the level I see many things from the story levels, and many user made. I really like what you;ve made yourself.

The moon cut out is awesome. I know it's simply a cut out, but it shows that you put time, thought, and effort into the level.

The coffin part... I think the glass is too heavy, and is REALLY hard to move. I wound up getting squished before I moved it into proper position, and doing so crushed the grabbable part of the coffin.... a normal person would have given up right there... lucky for you, I am by far from a normal person , So I tried using my momentum to push the half broken coffin into the masher, but instead I found myself actually pushing it onto the top of the useless coffin and a new usable coffin appeared Good save, but perhaps you could make a button respawn the coffin? or better yet, simply lower the strength of the piston on the masher and it will still crush lil-ol'sacky, but not the coffin

The cops are well made IMO. I stayed and watched the one cop blow up some zombies for a little while.

The end Was this intentionally a RE spoof? cause it sure made me laugh , the elevator ride and everything.

Suggestions: Fix the above problem with the coffin piston, and add an OR gate for the bats head so the player doesn't have to percise grab the body, or make the head nongrabbable.

Visuals: Good custom art with a mix af story mode items/stickers.
Gameplay This level had some pretty basic platforming.
Deadites!!!: Some well done zombies here!!!

Over all:[/b] *** and tagged "fun"
2009-02-28 07:11:00

Author:
Maraz_Matari
Posts: 105


Review for She's A Rainbow

By MrRadical

at first glance this is a colorful level as what you would expect having a title with the word rainbow in it.

this whole entire level is a maze and your objective is get through, you are then sent to many rooms in which you have to unlock each one to progress through the level.. also there are 6 keys that you must get in order to finish it. and its fun looking for them because the creator hands you map showing you which rooms they are located.. thats really helpful.

so each room has a simple puzzle or a feat that you must accomplish and they are all simple but uniquely designed... (this is really good because having variety like this keeps it interesting and it looks good too. and did i say colorful? yeah....

so the gameplay is in the challenging side, the glass platforming in particular. and also the glass maze was a little confusing, but im sure that its meant to be that way..

so many rooms that you have to go through so it takes up some time to beat this level i scored around 9000 + and i think i made it at top 5 or 6.... lol!

the level looked good upto the boss battle, the theme is supposed to be colorful, and at the end it was kinda bland and Dark. the boss battle was kind of challenging too, at first i thought you have to press the 2 buttons to kill it but then i started realizing it was an OR switch... (see suggestion)

Suggestions---
- i noticed you have a chunk of dark matter outside (its in the left side, right next to the red and purple rooms) the contained level... perhaps you can move that further away since all it has are switches anyway.

- theres a bug in the green room where you have to climb a tree, the switch that you've placed there isnt grabable??? thats odd?

-on the saw cut glass room, there was a piece of glass that was too big and made the exit back to frustrating, i dont know if you noticed it, go ahead to that room and back track that... its located in the top. if you could just cut a piece of the glass (enough to make a sack go through easier), that would fix it.

-the boss... theres nothing wrong with your boss, but id like to suggest adding life to it, add dissolve material as lifebars and everytime the OR switches get activated one life bar gets taken away until the boss dies.

also for visuals sake... i suggest turning your boss upto the score board area into something that would be appropriate to the rest of your level... im not saying make it as colorful, since i know its a boss battle so it could also be dark and sinister, but the way it is now.. its seems bland and it just doesnt work with the rest of your level.

overall

Visuals really colorful with the rainbow stained glass as background, could be 4 if you fix the end part
Music the music was good i didnt find it annoying or inappropriate
Gameplay tons of variety, which makes it more intersting
Story eh... its all about you getting through...

3 Stars and Multi-path
2009-02-28 08:39:00

Author:
graygoose
Posts: 371


Thanks for reviewing my level. I am disagree with the three stars though. But then again, it is my level so of course I am going to think it is worth more than that. It was great to get some feedback from someone, thanks again.

I was actually in a dilemma whether to rate this 3 or 4 stars, I plumped for three, maybe I was wrong, if you're intending to do and update or something let me know and I'll adjust the score accordingly.

I actually missed this from the review, and have edited it in. I found there where a lot of areas you could get sackboy to, like up on the rock faces in the background and going left at the start etc, but there was nothing up there, perhaps you could add score bubbles to encourage a little exploration?
2009-02-28 10:11:00

Author:
GruntosUK
Posts: 1754


Miglioshin's Fantasy Adventure ch.1
LBPC Name: Miglioshin
PSN:Miglioshin

Wow, I'd like to say right off the bat, the intor area here is absolutlt awesome!!! The art style to this level is supurb!!! The wizard dissaperaing was very well done, good job on that. The platforming in theis first section is really easy, but still the visual flare is everywhere.

The houses with chimneys were' a great touch.

the new evil tress look awesome. The platforming in this section was a bit tougher, good job on the difficuly progression, still nothing really hard, and the two deaths I had were my own fault .

The demon looks cool.

Over all a great adventure and I look forward to playing Ch2!!!

Visuals: They were absolutely awesome!!!
Gameplay: Some simple stuff but still fun.
Story: Some pretty cliche stuff here, but well executed.

Overall: *****, a "Beautiful" tag, and a heart from me!!! Good job!!!
2009-02-28 16:39:00

Author:
Maraz_Matari
Posts: 105


Level:Battle Bugs
Username:Green
PSNlanktonPutte

Is this level really worth more than its two star average?

The first thing I noticed about this level is how the helicopter is not stickered - get that one done quickly! I could tell that something was going to dissolve because I could see the dissolve.
Overall, there is a large amount of detail placed in this level and it's a decent level too. The story is well told and there are lots of speech bubbles that make me laugh. However, he wants to know why he's getting the 2 star treatment, and that's very simple; it is crazy hard. I still haven't beaten it because it's so hard. I begins very simple and worthwhile playing. I really loved the way it felt like a war was going on (with the explosions and colours everywhere. Those tiny little guns the sackboys had were adorable (and well made).
Then, must be half way through, you hit the impossible. It comes just after the spotlight section (which is very well done, some good puzzles there). You get a paintinator and you have to kill off a wasp and another ant (actually you can't kill the wasp but you get the idea. This bit is simple once you see how they fire and I didn't lose a life (incidentally, the wasp is well made aswell). It's the next bit that I haven't beaten. You must jump on the ant, despite it firing plasma balls every second or so, whilst getting attacked from above - sounds easy enough, but it isn't. I'm sure that he just got used to playing the level and overlooked the difficulty but for novices on it, like me, it is nearly impossible! I tried 5 times and lost the double checkpoints both times......

Suggestions: More score bubbles, an easier pace and this level will be win!

Visuals: Looks very good bar the helicopter and some other visible dissolve.
Gameplay: Stealth part is fun and well done, paintinator parts aren't.
Story: Total win, clever story and it's told excellently
Wasps: Beautiful! Shame they can't be killed.

Overall:A lovely level ruined by a terrible difficulty. Deserves more than two stars but only one for hardcore sacks!
*** + "difficult"
2009-02-28 16:50:00

Author:
Coxy224
Posts: 2645


Miglioshin's Fantasy Adventure ch.2
LBPC Name: Miglioshin
PSN:Miglioshin

This level takes place right after part 1

Once again the intro area here is very cool. I love how you "appeared". The grave yard looks very nice.

The Goddess room is to die for, and the first trial was actually quite fun, simple, but fun. The Trial of quickness actually got me the first time, even though it's really easy to do. The Trial of focus was simple and yet effective as a trial. The sword effect was really cool.

The cave where you use the "move magic" I think the switch you pull to select a path should have a blue and yellow light representing which crystal it leads to. Currently they're both blue I believe.

Suggestions: In the room where you put all the crystals on the right spot... well they lift up out of jumping range... You can accidentally put more than one on a section... leaving you short a crystal and no way to reach it... I accidentally did this on the first one, but luckily it was only the first one cause I could jump to it from the platform to the left. I fear I'd have to restart if it wasn't the first platform. You could make it so none of the platforms rise until all the crystals are in place, that'd probably be the easiest fix I can think of. Also add a text bubble once all crystals are placed that the bridge is down, some people have ADD or short memories and may not know where to go next.

Visuals:
Gameplay: This one had more challenge that the first.
Story: Continues from the first chapter, and is also well executed.

Overall:***** and a Heart for the level and you as an author.
2009-02-28 17:56:00

Author:
Maraz_Matari
Posts: 105


Zombie Onslaught(survival challenge)
LBPC Name: Hamsalad
PSN : Ham_Salad

This was a really fun and very frustrating level for me to play at first because I did die several times before I realized what I thought was a good strategy and was able to finally get to play through the level and yes I have to throw this in that my so called strategy helped me to get the highest score yet on the level which was 96,520 points. Well I must say that this is one of the best survival challenge levels I have played yet. The layout of the level was really nice and full of surprises. It was very brightly colored and as you are shooting the zombies from up on the platform it has strobe lights I guess that are continuously alternating colors. When you get to the top of the platform you get a paint gun to kill the zombies with, which slowly start coming toward you from the opposite direction. They start out slow and then speed up and then more start to come. There is this cloud floating in the sky above the ground that the zombies walk on and if there gets to be to many of them for you, you can shoot the light and it will cause and air strike. Pretty sure that you get 3 of them. The only part that I didn't like about the level is that you have to kill yourself eventually to end the level, or at least I did when I got the big score. Along the ground where the zombies are walking is a gas that floats and if you fall off the platform it is suppose to kill you. If you make it past the gas by chance and try to go past the house the zombies walk past it blows up and kills you. So it is a very very nice and fun level to play if you like challenges.

Suggestions: The only thing that I can really suggest to you is to do like you told me and maybe put more floating gas on the ground floor so it would be harder to get past. Other than that the level was a blast and kinda addictive as well.

Visuals:
Difficulty:-I say that because the only reason I was able to get the high score that I reached is I somehow got through the explosions, past the gas, and a big piece of the platform feel on the ground right before the house blocking the zombies from reaching me, so all I had to do is stand on it and shoot away. Havent been that lucky since though.
Gameplay:-It is very challenging playing from the platform as you are suppose to do trying to shoot all the zombies, but very fun.

Overall:*****-A "Tricky" tag and Heart for level and author from me.
2009-02-28 23:56:00

Author:
Lil-Pingin
Posts: 396


Sackboys Softdrink Saga
Author: ShamanNY
PSN: ShamanNY

Is ShamanNY's level truely a Saga, or just a story?

Everyone enjoys a good joke, and this level has a few of them! It is very funny, with characters ..... well, cacti that have some humourous lines. I really enjoyed the speech bubbles because each was cleverly thought out and most made me laugh.
There were many other touches that made me laugh, including the fart noise from the toilet! I have that kind of humour.
However, I was unimpressed with the polish. Although this level clearly had time spent on it, the amount of polish is minimal. Simple things such as visible emitters and the like deformed a really good level.

Suggestions:Just go back into create mode and take some time to polish the level a little.

Gameplay: A bit on and off, hardly involved the sack but had some really good moments of gnius
Story: Snipets of a story here and there
Humour: Very funny, but that may just be my sense of humour
Evil Cacti Why a cactus? Who cares, it worked!

Overall:Only really worth playing for the humour, but the humour is good!
*** + "short"
2009-03-01 09:52:00

Author:
Coxy224
Posts: 2645


Final Fantasy RPG Battle Arena by Snakeowns

This level, to me, was a mixed bag. While the mechanics that went into making the whole thing work, from the HP system to the letter ranking at the end, were very impressive and obviously meticulously implemented, the over all look and the shortness of the level really detracted from the experience. Also, the lack of an original enemy design was a little disappointing. Now, for the most part, the mantra of the avid LBPer is "Anything is possible!". While this remains true, this level really shows that, while possible, certain things just may not be practical. A lot of work went into this level, but in the end it seems that the concept of an RPG style level, at least with the current set of tools, may be slightly out of reach. Don't get me wrong, this level is certainly worth a go, just to see the mechanics at work (the use of captured and emitted paint balls was very clever), while it won't serve up a difficult challenge (I earned a "c" rank in pro mode simply by spamming the sword attack) it may help inspire players and it exhibits some out-of-the-box thinking with the unique use of the available tools.

Looks nothing spectacular visually.
Playability after a bit of getting used to, it's very intuitive.
Fun Factor Great the first time, though looses a bit of appeal after a few tries.
Uniqueness Good use of tools delivers a different experience.

Over all, *** tagged complex.
2009-03-01 18:51:00

Author:
Dimo1138
Posts: 179


Review for Saw: Retribution
By Arcas-X


The level's based on MM employees being captured and put in traps because of their negligence about patches.

okay first off, i could tell that you worked long hours on how your level/character looks, the feel factor that youve managed to achieve is fantastic work... the lighting effects that you used are great. and the music fits the aesthetic feel of the level. also the sound effects for the components that you used are well done.

the challenge in this level is fair, since you get to do some platforming avoiding the gas traps and all..

also as what youd expect coming from the movie series saw, you will see blood... lol! and puzzles. this level is hilarious and sinister since you get to punish the Media Molecule staff, by saving your own butt. i wonder how their going to take this tho? most likely its gonna get moderated for burning, torturing, and feeding people into a saw machine... erh not a good scene lol.
not to mention the people are assumed to be the MM's staff as well.

i did manage to save one guy tho... but the others, their fates are inevitably gruesome deaths.

theres also a boss battle in the end where you get to use a paintinator gun against a bomb dropper type.

SUGGESTIONS!!!

- your first elevator coming from underground is open, and youve used a permanent type of switch.. the problem is, you dont really know what people may do when riding your elevator, and for exploration purposes they may try to jump off somewhere.. while doing so, the elevator is forever up there. causing a restart in your lvl, i suggest making your elevator enclosed.

- the first puzzle, in game tells you that the combination for freeing the first guy is easily seen, i may be ignorant (but i tried 3 times) i didnt see any sort of a clue to what the combination is, forcing me to leave the room and let the guy get killed.

- the saw guy (no suggestions here) this is just an acknowledgment, simple but great puzzle i managed to save him.

-the boss, those bombs she drops can be hit by the paintinator causing them to explode mid air, and your boss is made out of card board, when those bombs explode mid air, it could take out a huge chunk off your boss destroying its function.. change your material to a metal/stone or wood.

Overall

Visuals looks great and nice lighting
Music sounds right for the level, sound effects are great
Gameplay platforming, puzzles and torture scenes lol
Story save your butt and leave em behind lol

4 stars and Creepy
2009-03-01 19:42:00

Author:
graygoose
Posts: 371


Mission Possible by jedi_jeff

This level was good. The opening section on the aircraft carrier was beautifully designed, and the helicopter ride was choreographed perfectly. The way this level was laid out and the way it played was very reminiscent of classic video games from the NES era (for some reason it just reminded me of Elevator Action). The system by which you "search" objects was nicely done and fun as well. The gameplay was a bit on the repetitive side, but each room has it's own unique look, so it doesn't necessarily feel like the same thing over and over. Now, the downside here, which isn't really the creators fault, more like MM's fault, was the somewhat high number of user created sticker switches. The problem with this was, for me, the fact that my profile is too large for me to carry any more than one sticker at a time. I did not finish the level due to that. I know. I could have placed one, erased it, went and got another, returned to the room with the switch, placed it, erased it etc. but that really would have been tedious. Unfortunately, without a fix from MM, I can't think of any other way to implement that while not detracting from the flow of the level. Over all, I had fun playing this and I did not find it to be as frustrating or difficult as the tags it received implied.

Looks very good design.
Playability All mechanics worked well, nothing too frustrating.
Fun Factor Great concepts implemented well.
Ease on Profile Size

Over all **** tagged "satisfying"
2009-03-01 19:52:00

Author:
Dimo1138
Posts: 179


Zombie Onslaught(survival challenge)
LBPC Name: Hamsalad
PSN : Ham_Salad

This was a really fun and very frustrating level for me to play at first because I did die several times before I realized what I thought was a good strategy and was able to finally get to play through the level and yes I have to throw this in that my so called strategy helped me to get the highest score yet on the level which was 96,520 points. Well I must say that this is one of the best survival challenge levels I have played yet. The layout of the level was really nice and full of surprises. It was very brightly colored and as you are shooting the zombies from up on the platform it has strobe lights I guess that are continuously alternating colors. When you get to the top of the platform you get a paint gun to kill the zombies with, which slowly start coming toward you from the opposite direction. They start out slow and then speed up and then more start to come. There is this cloud floating in the sky above the ground that the zombies walk on and if there gets to be to many of them for you, you can shoot the light and it will cause and air strike. Pretty sure that you get 3 of them. The only part that I didn't like about the level is that you have to kill yourself eventually to end the level, or at least I did when I got the big score. Along the ground where the zombies are walking is a gas that floats and if you fall off the platform it is suppose to kill you. If you make it past the gas by chance and try to go past the house the zombies walk past it blows up and kills you. So it is a very very nice and fun level to play if you like challenges.

Suggestions: The only thing that I can really suggest to you is to do like you told me and maybe put more floating gas on the ground floor so it would be harder to get past. Other than that the level was a blast and kinda addictive as well.

Visuals:
Difficulty:-I say that because the only reason I was able to get the high score that I reached is I somehow got through the explosions, past the gas, and a big piece of the platform feel on the ground right before the house blocking the zombies from reaching me, so all I had to do is stand on it and shoot away. Havent been that lucky since though.
Gameplay:-It is very challenging playing from the platform as you are suppose to do trying to shoot all the zombies, but very fun.

Overall:*****-A "Tricky" tag and Heart for level and author from me.




cool glad you liked it....ahh so thats how you got that score...hmm
2009-03-01 20:32:00

Author:
Hamsalad
Posts: 2551


cool glad you liked it....ahh so thats how you got that score...hmm

Heh, happened with me, the gas just disappeared when I got an air strike.
2009-03-01 20:35:00

Author:
olit123
Posts: 1341


Final Fantasy RPG Battle Arena by Snakeowns

This level, to me, was a mixed bag. While the mechanics that went into making the whole thing work, from the HP system to the letter ranking at the end, were very impressive and obviously meticulously implemented, the over all look and the shortness of the level really detracted from the experience. Also, the lack of an original enemy design was a little disappointing. Now, for the most part, the mantra of the avid LBPer is "Anything is possible!". While this remains true, this level really shows that, while possible, certain things just may not be practical. A lot of work went into this level, but in the end it seems that the concept of an RPG style level, at least with the current set of tools, may be slightly out of reach. Don't get me wrong, this level is certainly worth a go, just to see the mechanics at work (the use of captured and emitted paint balls was very clever), while it won't serve up a difficult challenge (I earned a "c" rank in pro mode simply by spamming the sword attack) it may help inspire players and it exhibits some out-of-the-box thinking with the unique use of the available tools.

Looks nothing spectacular visually.
Playability after a bit of getting used to, it's very intuitive.
Fun Factor Great the first time, though looses a bit of appeal after a few tries.
Uniqueness Good use of tools delivers a different experience.

Over all, *** tagged complex.

:kz: Anything is possibleee!!!!!!!!!!!!!!!!!!!!

Well thanks for the review, this level is quite a love/hate one, some people adore and others think WTF???. But oh well....I really think you can do RPG's in LBP, although this is more a Street Fighter Final Fantasy Arcade ... I hope my next Battle Arena for 4 players will pwn . The shortness of the level is to make it dynamic, I could put 400 HP but I don't think it would really work.

Anyways I published the final version today, just a polished one, although it will be still be a love/hate level. Back to my next "The Matrix" level, with Bullet Time yeah, when it's done I'll also put it here

-Snakeowns-
2009-03-01 21:03:00

Author:
Snakeowns
Posts: 34


:kz: Anything is possibleee!!!!!!!!!!!!!!!!!!!!

Well thanks for the review, this level is quite a love/hate one, some people adore and others think WTF???. But oh well....I really think you can do RPG's in LBP, although this is more a Street Fighter Final Fantasy Arcade ... I hope my next Battle Arena for 4 players will pwn . The shortness of the level is to make it dynamic, I could put 400 HP but I don't think it would really work.

Anyways I published the final version today, just a polished one, although it will be still be a love/hate level. Back to my next "The Matrix" level, with Bullet Time yeah, when it's done I'll also put it here

-Snakeowns-

I don't want you to be mistaken, I really liked the concept and can appreciate the technical aspect of this level. It was really cool how you took a platformer and made an RPG battle. Hopefully, in the future, MM will add tools to the game that can help you make one that's even better!.
2009-03-01 21:49:00

Author:
Dimo1138
Posts: 179


Mission Possible by jedi_jeff

The problem with this was, for me, the fact that my profile is too large for me to carry any more than one sticker at a time. I did not finish the level due to that.

Unfortunately, without a fix from MM, I can't think of any other way to implement that while not detracting from the flow of the level.

Dimo1138,

Hopefully MM fixes the profile bug soon. I was really hoping you would be able to finish it. There are a couple more sections after using the stickers to open the door, and I really wanted to know your thoughts. I tried to make the ending worth the effort involved in getting there. If you do get a chance to finish it, let me know what you thought.
Thank you for your time.

Jeff
2009-03-01 22:25:00

Author:
jedijeff
Posts: 33


Dimo1138,

Hopefully MM fixes the profile bug soon. I was really hoping you would be able to finish it. There are a couple more sections after using the stickers to open the door, and I really wanted to know your thoughts. I tried to make the ending worth the effort involved in getting there. If you do get a chance to finish it, let me know what you thought.
Thank you for your time.

Jeff

I will definitely give this another try, and based on what I've seen so far, I'm sure the stuff I haven't seen will be equally as good! I just have to figure out a way to shrink the size of my profile. I think it's lame that MM made such a good idea (custom sticker switches) with so many possibilities and then made it nearly impossible to have enough room for the stickers!
2009-03-01 22:34:00

Author:
Dimo1138
Posts: 179


I will definitely give this another try, and based on what I've seen so far, I'm sure the stuff I haven't seen will be equally as good! I just have to figure out a way to shrink the size of my profile. I think it's lame that MM made such a good idea (custom sticker switches) with so many possibilities and then made it nearly impossible to have enough room for the stickers!

I have run-ins with the profile bug every time I create a new level. I always end up deleting all the levels that have my original, remodeled and back-up parts in them. I just have to make sure I don't need anything from them or can rebuild it without too much trouble. You can do it, I just don't really recommend it.

Jeff
2009-03-01 22:54:00

Author:
jedijeff
Posts: 33


Review for Saw: Retribution
By Arcas-X


The level's based on MM employees being captured and put in traps because of their negligence about patches.

okay first off, i could tell that you worked long hours on how your level/character looks, the feel factor that youve managed to achieve is fantastic work... the lighting effects that you used are great. and the music fits the aesthetic feel of the level. also the sound effects for the components that you used are well done.

the challenge in this level is fair, since you get to do some platforming avoiding the gas traps and all..

also as what youd expect coming from the movie series saw, you will see blood... lol! and puzzles. this level is hilarious and sinister since you get to punish the Media Molecule staff, by saving your own butt. i wonder how their going to take this tho? most likely its gonna get moderated for burning, torturing, and feeding people into a saw machine... erh not a good scene lol.
not to mention the people are assumed to be the MM's staff as well.

i did manage to save one guy tho... but the others, their fates are inevitably gruesome deaths.

theres also a boss battle in the end where you get to use a paintinator gun against a bomb dropper type.

SUGGESTIONS!!!

- your first elevator coming from underground is open, and youve used a permanent type of switch.. the problem is, you dont really know what people may do when riding your elevator, and for exploration purposes they may try to jump off somewhere.. while doing so, the elevator is forever up there. causing a restart in your lvl, i suggest making your elevator enclosed.

- the first puzzle, in game tells you that the combination for freeing the first guy is easily seen, i may be ignorant (but i tried 3 times) i didnt see any sort of a clue to what the combination is, forcing me to leave the room and let the guy get killed.

- the saw guy (no suggestions here) this is just an acknowledgment, simple but great puzzle i managed to save him.

-the boss, those bombs she drops can be hit by the paintinator causing them to explode mid air, and your boss is made out of card board, when those bombs explode mid air, it could take out a huge chunk off your boss destroying its function.. change your material to a metal/stone or wood.

Overall

Visuals looks great and nice lighting
Music sounds right for the level, sound effects are great
Gameplay platforming, puzzles and torture scenes lol
Story save your butt and leave em behind lol

4 stars and Creepy

Thanks for the input!

As for your suggestions;

1. I realized this about the elevator but didn't put much thought into it considering it only activates when all people are on board. But I will look into it to find a better solution.

2. If you look directly under the switch that saves the guy, you'll notice a blood pattern. This is the combination. : )

3. Thanks. I was going to make it harder but my friend suggested that with everything going on, it might get too hectic for the player and I agreed.

4. This was actually a very last second decision and was made by someone else but I didn't even think to change the cardboard material. Will do!

Thanks again for the feedback and be sure to go back and save the guy to access the secret.
2009-03-01 23:27:00

Author:
Restingbird
Posts: 7


Level:Battle Bugs
Username:Green
PSNlanktonPutte

Is this level really worth more than its two star average?

The first thing I noticed about this level is how the helicopter is not stickered - get that one done quickly! I could tell that something was going to dissolve because I could see the dissolve.
Overall, there is a large amount of detail placed in this level and it's a decent level too. The story is well told and there are lots of speech bubbles that make me laugh. However, he wants to know why he's getting the 2 star treatment, and that's very simple; it is crazy hard. I still haven't beaten it because it's so hard. I begins very simple and worthwhile playing. I really loved the way it felt like a war was going on (with the explosions and colours everywhere. Those tiny little guns the sackboys had were adorable (and well made).
Then, must be half way through, you hit the impossible. It comes just after the spotlight section (which is very well done, some good puzzles there). You get a paintinator and you have to kill off a wasp and another ant (actually you can't kill the wasp but you get the idea. This bit is simple once you see how they fire and I didn't lose a life (incidentally, the wasp is well made aswell). It's the next bit that I haven't beaten. You must jump on the ant, despite it firing plasma balls every second or so, whilst getting attacked from above - sounds easy enough, but it isn't. I'm sure that he just got used to playing the level and overlooked the difficulty but for novices on it, like me, it is nearly impossible! I tried 5 times and lost the double checkpoints both times......

Suggestions: More score bubbles, an easier pace and this level will be win!

Visuals: Looks very good bar the helicopter and some other visible dissolve.
Gameplay: Stealth part is fun and well done, paintinator parts aren't.
Story: Total win, clever story and it's told excellently
Wasps: Beautiful! Shame they can't be killed.

Overall:A lovely level ruined by a terrible difficulty. Deserves more than two stars but only one for hardcore sacks!
*** + "difficult"

For some reason I was waiting for the review in the request thread so I didn't notice it was done.

Anyway Thanks _a lot_ for the very usefull review. I know what to work on now and I can't wait to get to it.

Some parts of it is a little bit confusing though. The part of my level where you go into the battlefield of flowers after the first sneaking section. You can kill the wasps! You are supposed to! Trying to get through there without killing everything first using the cover is suicide. Just shoot them with the paintinator. I think the wasps might not get hurt if they are hit on the lower body and the ants helmets are bullet proof. The little beetle have to be hit on the exposed brain on its back.

This is usefull information aswell. If ppl get confused and think it is even harder then than it's supposed to be it's not a good thing. If ppl get stuck here they won't even see the first boss.

I noticed my level have 3 stars now. I'm sure this review had something to do with it.
2009-03-01 23:34:00

Author:
Green
Posts: 45


Sackboys Softdrink Saga
Author: ShamanNY
PSN: ShamanNY

Is ShamanNY's level truely a Saga, or just a story?

Everyone enjoys a good joke, and this level has a few of them! It is very funny, with characters ..... well, cacti that have some humourous lines. I really enjoyed the speech bubbles because each was cleverly thought out and most made me laugh.
There were many other touches that made me laugh, including the fart noise from the toilet! I have that kind of humour.
However, I was unimpressed with the polish. Although this level clearly had time spent on it, the amount of polish is minimal. Simple things such as visible emitters and the like deformed a really good level.

Suggestions:Just go back into create mode and take some time to polish the level a little.

Gameplay: A bit on and off, hardly involved the sack but had some really good moments of gnius
Story: Snipets of a story here and there
Humour: Very funny, but that may just be my sense of humour
Evil Cacti Why a cactus? Who cares, it worked!

Overall:Only really worth playing for the humour, but the humour is good!
*** + "short"
Pretty accurate... im glad you "got" the humor, it was my first level and i put too much time into it, unfortunately it was all mismanagement because for its size it is severely overheated.

As far as the story goes, it was supposed to be there but i let it slip away, the heat forced me to chop the whole "saga" (for more on the storyline follow the link to my F4F on sig) I actually added "part 1" to the name, today.

I had honestly sworn off working on it, but coming to LBPcentral has changed my mind... and look out for part 2 soon if the wife, kid, work, school allows me.
2009-03-02 00:59:00

Author:
ShamanNY
Posts: 4


Vharley Chapter 1: The Beginning
LBPC Name: RockSauron
PSN: RockSauron

This is the first level that is going to be continued on as a series in a story by RockSauron. As I played through this level for the first time, I thought it was a pretty neat idea for a story myself. Although I think this level should be the introduction for the rest of his story instead of Chapter 1, but that is just what I got from playing it. The idea of the story is a pretty good one, I must say. It is based on a farm boy and his grandpa as well as the city too. The setup of the level was good it had some really nice visuals as well as sounds to go along with it. It also has the bubbles that come up and tell you what the characters in the story are doing and what is going on. There is one part of the level that every time I would get to it several bubbles would show up, but after reading the first one they all disappeared, so I did not know what all was suppose to be said at that point. I loved how you had to go back to farm after you get to a part in the city, and when you do return to the farm it is on fire. That was just awesome. Good work. Then you carry on back to the city and finish up. There was another part of the level that when playing with 2 people that we had a problem on. When we got to the bridge, he crossed it first and right before I jumped on it cross it, it disappeared. But it was possible to jump across without having to restart the level. Since I think this should be the introduction to the story, I think it was a good level overall. Look forward to seeing more levels for this story you hope to continue on with.

Suggestions: You may want to go back and have a look at the part in the city where all the speech bubbles show up but after you read the first one they all go away and see if you can maybe fix that. It would be nice to know what I missed out on getting to read. If the ladder is not suppose to disappear then maybe have a look at that as well. Maybe you could throw some more point bubbles in through out the level too, although not a must. I think with just a few little touch ups it will be terrific.

Story Presentation: - I think this should be the intro. to the actual chapters of your story really from what I got from playing.
Graphics:- Really good graphics here, they can only get better as the story goes along I am sure.
Sound:- Loved how the sounds went along with story.
Farm on Fire:- I really liked how you did this, turned out great, one of the coolest parts to the level I must say!!

Overall:***** A nice intro level to a story mode series- A "Creative" tag, Heart for level and creator from me. Good Job.
2009-03-02 17:30:00

Author:
Lil-Pingin
Posts: 396


yay. although whaaaaale actually did the burning farm and did it so well...

started level 2 but with all the games I brushed aside last week and now killzone, yeah...
2009-03-02 18:08:00

Author:
RockSauron
Posts: 10882


@RockSauron the speech bubble issue is due to more than one speech bubble being active at one time, and them becoming "off-screen". When setting up multiple speech bubbles, be sure that in all the cinematic cameras, that all other active speech bubbles are within view. Hope that helps you.2009-03-02 20:06:00

Author:
Maraz_Matari
Posts: 105


@RockSauron the speech bubble issue is due to more than one speech bubble being active at one time, and them becoming "off-screen". When setting up multiple speech bubbles, be sure that in all the cinematic cameras, that all other active speech bubbles are within view. Hope that helps you.

ah yeah thank you will fix that now. also I tsed your device so thanks for that too
2009-03-02 20:14:00

Author:
RockSauron
Posts: 10882


The Cave Descent
LBPC Name: FlameAtNight
PSN: FlameAtNight

I have to say that for a first level you did very well. I really enjoyed playing your level. The level went along with the title, it took place in a cave. Did a nice job on making it look and feel as though your really in a cave while playing the level. The bubble dialogues were nice, they actually stayed for you to read them. The layout of it was like a typical cave that you go through, you go from walking flat to climbing with obstacles falling at you to falling down and jumping over obstacles. It was a first level well done. I really liked shortly after you start the level you come to a point where there is this like big flaming hand that goes up and down and you have to get past it, that was pretty cool to me. Seems you put quiet a bit of thought and work into the level. It really turned out good.

Suggestions: I guess really the only thing I could say for a suggestion is it could have been a little bit longer, I flew right through it so guess it made it seem kinda short to me. Keep up the good work practice makes perfect, your levels in the future can only get better seeing how this was your first and it was pretty dang good.

Obstacles:-very nice on these
Difficulty:-only because I flew right through it, guess I just got into the level and really went with the flow of it.
Level Layout:-very good job on this one, it has many different paths and obstacles to it.
Playability:-oh yes it is very playable as well as enjoyable too, a great level to recommend people to play.

Overall: *****-Tagged "Multi-Path" and heart on level by me...Nice Work!
2009-03-03 21:18:00

Author:
Lil-Pingin
Posts: 396


Leaps of Faith
Username: Criffer
PSN: Criffer

Description: Run, jump, swing and climb. Just don't stop!(strongly recommended for one player)

This level is by far the greatest use of emitters I've ever seen. You took a simple concept and made it into a grand level, requiring quick reflexes. The obstacles are great and unique to themselves. My favorite part was when you fall down to the checkpoint above the rotating wheel with spikes, and you see the next obstacle being emitted, part by part. I also liked how you used Creature Brains for special effects. I can't go into great detail without rambling on about every single thing emitted, so I'll stop here.

Suggestions: On the horizontal lifts that you have to dodge electricity on, you have to wait a while for it to come back if you die early on. However, there's no real way to get around it without messing up the theme of the level.

Graphics: Everything has a yin-yang feel. One platform is light, the next is dark-colored, light, dark, and so on.
Gameplay: There were a few parts where you may not have enough momentum, but otherwise it worked out very well.
Challenge: (Note: the smilies do not neccesarilly indicate how hard it was, but how balanced out the levels of challenge were) This level is very challenging at first, but it gets easier as you progress farther each time. Lots of replay value.

Overall: ***** and a Heart
2009-03-04 00:36:00

Author:
Sackdragon
Posts: 427


Blue Heaven Guild prologue
LBPC Name: Laharlsama07
PSN: Laharlsama

I know you didn't want a score on this level, but I thought I'd play it and get acquainted with the story and what not, and then post my thoughts without an actual review.

My first thoughts "wow, RED!!!"

The story is pretty interesting, and the "powers" are a pretty cool addition. I really enjoyed the training room, specially the jumping/flipping enemies, very good job on that.

The two "people" standing out side the mayors house... are horrid looking, compared to the quality that I can see you can do on the other NPCs.... please change them ASAP, or at least remove the visible talking mouths on them.

Blue Heaven Guild Ch.1 Rest
LBPC Name: Laharlsama07
PSN: Laharlsama

Well this level has great potential... however there's just simply too many design flaws for it to be great... The beginging is cool... the first time you play as the story is introduced in an all black background... but after dying a few times (and trust me you will) you are forced to wait in the blackness until the timer disintegrates this... You could have this set to where if the player moves too far to the left the wall dissipates as well, this would help revisitors, specially since you have two endings. Granted this is more of a personal beef more than anything, but I'm sure many others would feel the same way.

The enemies in the first section were cool in my opinion, and the optional skip section is a nice touch.

I saw in the thread for this level someone mentioning the lag in the tree section, and I actually quite liked it as it gave a majestic feel to this section, specially with the falling leaves or what ever they were with the effect of the slowish jumping is just cool in my opinion.

Then is the split to the two different endings. One time playing the check point got stuck on the wall, and I just kept falling to my doom... which caused me to restart... Then there's the fact that the creature is too fast, perhaps slow him just a bit. I was only able to pass this section 2 out of 5 plays, and that was just due to me not making any mistakes here, most people wouldn't even bother restarting and trying it again...

Then after this section is the boss section which is just wrong... There are several layer issues here, that lead to many unfair, uncalled for deaths... this really was to only problem I saw here, as it was the main factor of all my deaths. I made it here three times and never beat this section, only to be hit by one plasma ball from the enemy, most of the deaths were cheap gas deaths, mostly due to the layering here. Plus it's not very clear on your objective here, I activated some light but didn't notice it doing anything and still died by the gas...

This level has good potential but just lacks polish to the designs.

Suggestions: Fix everything I stated above, and I'll re-review the level and change the score.

Story: Pretty cool original story from what I've seen.
Platforming platforming hell, that leads to many cheap deaths.
Originality: Good original enemys, and story here.

Overall:** because it "needs work".
2009-03-04 03:37:00

Author:
Maraz_Matari
Posts: 105


Thank you for the review. Before I go back and edit, can you let me know what day it was you played the stage? (I slowed the chase a bit the yesterday so I am not sure if you played that and its still to fast or not).

Hadnt considered the wait, that is easy to deal with.

As for the gas at the end, would you suggest just making it one layer, editing the gas so its all wafer thin? I will also make sure to make what happens after the light more clear.
2009-03-04 04:26:00

Author:
Laharlsama07
Posts: 39


Thank you for the review. Before I go back and edit, can you let me know what day it was you played the stage? (I slowed the chase a bit the yesterday so I am not sure if you played that and its still to fast or not).

Hadnt considered the wait, that is easy to deal with.

As for the gas at the end, would you suggest just making it one layer, editing the gas so its all wafer thin? I will also make sure to make what happens after the light more clear.

Yeah it was like two days ago (before lil-pingin tried it), so I haven't seen the adjusted speed of the monster. Yes one layer would probably fix that whole section, but you can't make a thin layer of gas, trust me I've tried. You could just put gas of gas in the ground, and that would probably be managable. Make these quick fixes and I'll give the level another go. Thanks for listening, as this level showed some promise.
2009-03-04 10:08:00

Author:
Maraz_Matari
Posts: 105


Metal Gear Mechanical Bullriding Survival Challenge
LBPC: mrjoeyman
PSN: mrjoeyman

This level has got to be one of the funnest survival challenges I have played yet. The name of the level pretty much says it all, if your like me when I read it was wondering how in the world someone could make a mechanical bull. Well, this was definitely a job well done. It was also very addictive for me. The layout of the level was fantastic along with the visuals, scoring system, the bullride, the time limit, and the obstacles. I mean it is a very impressive level that had a lot of time, thoughts, and hard work put into it. The level is all about timing and jumping, if you get that down then you will do great. I played the level several times, each time I died it made me want to play again to get better score and reach the end. When you reach the end you are rewarded with lots of score bubbles, neat idea. This level is very replayable if your like good fun challenges. It can also be played as both 1 and 2 player. When playing 2 player last night we found a glitch, some how after jumping off the conveyor belt and landing on the ground it instantly went to the score board at the end, but did not end the game. Just kept on spitting point bubbles out of both chests on each side, it would not stop either until the timer ended, then finally it let the level end. That's how the super high score came along, if that had not of happened doubt the score would have been anywhere close to a million.

Suggestions: I can't really tell ya to check out the glitch, because really no way of knowing what exactly happened. So level wise just keep up the good hard work on creating levels.

Originality:-this one is definitely orginal, havent seen another like it at all.
Difficulty:- its a survival challenge of course its going to be difficult at first, but as you play a time or two, you get the feel for it and it becomes easier.
Scoring System:- you can get all the points you want as long as you pay attention and get your timing and jumps down, level is very generous pointwise.
Fun/Funny Factor:-its just impossible not to have a blast and laugh your tale off while riding a mechanical bull, trying to get points and get to the end before time runs out. Its Great!

Overall:*****-Fablous Level, Tagged "timing" and heart for level as well as the creator. A spectacular job well done, keep up the good work.
2009-03-04 14:22:00

Author:
Lil-Pingin
Posts: 396


Zomg Zombies
LBPC Name:Hamsalad
PSN: Ham_Salad

Well first I'd like to say that i really enjoyed your survival challenge, but being as I've already reviewed that one over on the gfaqs thread, I left that one and decided to take this one.

I really liked the intro area. It made you feel like something was definitely wrong with the city. Even with the back ground being sticker cut outs, it looked really cool with the background moving as you walked. Great job on the opening scene.

The zombies in this level looks LOADS better than the ones in the survival challenge, and even thier messes of faces at a glance kinda actually look like a mangled zombie face.

As I progress through the level I see many things from the story levels, and many user made. I really like what you;ve made yourself.

The moon cut out is awesome. I know it's simply a cut out, but it shows that you put time, thought, and effort into the level.

The coffin part... I think the glass is too heavy, and is REALLY hard to move. I wound up getting squished before I moved it into proper position, and doing so crushed the grabbable part of the coffin.... a normal person would have given up right there... lucky for you, I am by far from a normal person , So I tried using my momentum to push the half broken coffin into the masher, but instead I found myself actually pushing it onto the top of the useless coffin and a new usable coffin appeared Good save, but perhaps you could make a button respawn the coffin? or better yet, simply lower the strength of the piston on the masher and it will still crush lil-ol'sacky, but not the coffin

The cops are well made IMO. I stayed and watched the one cop blow up some zombies for a little while.

The end Was this intentionally a RE spoof? cause it sure made me laugh , the elevator ride and everything.

Suggestions: Fix the above problem with the coffin piston, and add an OR gate for the bats head so the player doesn't have to percise grab the body, or make the head nongrabbable.

Visuals: Good custom art with a mix af story mode items/stickers.
Gameplay This level had some pretty basic platforming.
Deadites!!!: Some well done zombies here!!!

Over all:[/b] *** and tagged "fun"

thanks man, didn't know you even reviewed this here or on gamfaqs till i just saw this lol. hmm the coffin part if you grab the top of the coffin and just have your weigh pull it down it works perfect. But obviously most people might not know that....the levels are much easier if you make them lol. glad you liked it.

and also ya it was kind of a REVIl spoof lol. But about the bat, Ya i'll try to build an OR gate I know I was almost capped on my thermo... I wish I wouldve used 100% custom content, it nearly was except for the bats / spike things in the police station i think. This was my first level so I pretty much got better as I was going along
2009-03-04 16:28:00

Author:
Hamsalad
Posts: 2551


Problematic Packaging- Survival Challenge [MmSc]
LBPC Name: Killian
PSN: The_Killian

Description: Trapped in a box! Avoid the turrets and waste chute for as long as possible! (1 player survival challenge)

I thought this level was just totally impressive. Everything about it completely blew my mind when I played it. The layout of it is really different and neat, very easy to follow. Your sackman/girl being trapped in a box is just a very unique idea of its own. The box has a health bar on the side of it that is green when all the color is gone you lose. Your box is moving down a conveyor belt and you have to avoid getting hit by paint balls that the turrets are shooting at you, there is also obstacles coming out of the waste shoot that you have to jump over while still avoiding the paint balls. If you get to close to the waste chute, you will fall in and lose. Everything in the level was very detailed and thought out. The box and using your turrets made it more original. Including the custom turrets as a shareable prize was a great idea.

Suggestions: Hmm, only thing I can really think of is that maybe a warning that if you get to close to the waste chute, you will fall in and die. I didn't know what in the world happened when I did that. Other than that level is spectacular.

Visuals:- everything was so detailed and looked realistic.
Originality:- by using the box idea and your own custom turrets made this level so much more original.
Difficulty:- it is very easy to play the level if you can jump over obstacles, avoid being shot, and get the timing right. I am not saying that it is an easy level you will just fly through and get top score, you make it as difficult as you want it to be.
Replayability:- absolutely, once you play and die, its like the level draws you back, so end up playing again and again.

Overall: *****-Tagged "Complex" and Hearted level and creator....Fabulous Job!!
2009-03-04 17:05:00

Author:
Lil-Pingin
Posts: 396


Metal Gear Mechanical Bullriding Survival Challenge
LBPC: mrjoeyman
PSN: mrjoeyman

This level has got to be one of the funnest survival challenges I have played yet. The name of the level pretty much says it all, if your like me when I read it was wondering how in the world someone could make a mechanical bull. Well, this was definitely a job well done. It was also very addictive for me. The layout of the level was fantastic along with the visuals, scoring system, the bullride, the time limit, and the obstacles. I mean it is a very impressive level that had a lot of time, thoughts, and hard work put into it. The level is all about timing and jumping, if you get that down then you will do great. I played the level several times, each time I died it made me want to play again to get better score and reach the end. When you reach the end you are rewarded with lots of score bubbles, neat idea. This level is very replayable if your like good fun challenges. It can also be played as both 1 and 2 player. When playing 2 player last night we found a glitch, some how after jumping off the conveyor belt and landing on the ground it instantly went to the score board at the end, but did not end the game. Just kept on spitting point bubbles out of both chests on each side, it would not stop either until the timer ended, then finally it let the level end. That's how the super high score came along, if that had not of happened doubt the score would have been anywhere close to a million.

Suggestions: I can't really tell ya to check out the glitch, because really no way of knowing what exactly happened. So level wise just keep up the good hard work on creating levels.

Originality:-this one is definitely orginal, havent seen another like it at all.
Difficulty:- its a survival challenge of course its going to be difficult at first, but as you play a time or two, you get the feel for it and it becomes easier.
Scoring System:- you can get all the points you want as long as you pay attention and get your timing and jumps down, level is very generous pointwise.
Fun/Funny Factor:-its just impossible not to have a blast and laugh your tale off while riding a mechanical bull, trying to get points and get to the end before time runs out. Its Great!

Overall:*****-Fablous Level, Tagged "timing" and heart for level as well as the creator. A spectacular job well done, keep up the good work.

Thanks for the vote of confidence LiL P! A good many folks have given up playing before finding out how to handle the old bull Thats why I wanted someone like you to review. I figured you would see it through till you broke him. Cool the way you found the million point glitch. Im sure it is only possible for multiplayer because of the timer, but YOU did it first. Way to go!
2009-03-04 20:45:00

Author:
mrjoeyman
Posts: 217


Midnight Gold Run
LBPC Name: v0rtex2002
PSN: v0rtex2002

Description: Help Old Buck get his gold back from Zapata. Blast your way through the mines and bring out the treasure. Single player. This is only my 2nd created levle, so let me know what you think! Have fun!

This level is a really fun, yet tricky at the same time. I really enjoyed playing it myself, although it is pretty short. It has a brief story that it follows really good, the description pretty much tells you what the story is. There are several different paths and you have to pick the right one. It is a really good set up you got going on, did a great job on making the scene feel and look as if you are really in a mine. There are sever prize bubbles in the level and a "hidden" one that in order to get it you must sacrifice your life. The visuals are really great, as well as some pretty cool obstacles to conquer. I really liked how nice looking the part of the level is where all the treasure is at, you did a spectacular job on that section. It all looked so real, made me wish it was. For being your second created level, must say you did a nice job.

Suggestions: I think that if the level was longer it could be more interesting and fun. Also, maybe if it was just a little more clear which level is the best one, would save people from having to die to be able to go to the right one. The one part of the level that I got just a little frustrated at was the first key. It seems like it took me forever to get it to go right. Other than those few simple things it was a really nice level.

Level Layout:-it had nice platforming with multiple paths so you can pick your path, it was just really short.
Visuals:- all the visuals were great, everything fit into the story and they made it look as if you were really in a mine.
Gameplay:- it was very fun and interesting to play, has a bit of a challenge to it, lets you pick the path you want to take, very generous with prizes and points, follows neat little story, and just think it should be a longer level.
The Hidden Treasure:- after reaching it I was in complete awe. All the gold looked so real, as did the treasure chests. It was the best part of the level to me.

Overall: ****- Tagged "multi-path" and a heart for level and creator...nice job, look forward to doing the review for your upcoming level.
2009-03-05 05:10:00

Author:
Lil-Pingin
Posts: 396


Thank you Lil-Pingin. Very nice review. Glad you like the treasure room - it was my favorite part too (although I had a lot of fun figuring out how to make Old Buck say different things at the end).

I know it's too short, and there's actually a reason for the brevity, but I feel stupid admitting it. :blush: The level started out as one of my "construction zones" where I work on different objects and ideas, learn stuff the hard way, etc. I made the rails for the carts (from the Mines level in the Story, obviously). I liked it so much, I started to build a little "canyon" around them and pretty soon I had cooked up the idea for the story. What I should have done was start over right there. But I kept building. Now the problem is that when I built that original section I was almost all the way over to the right of the stage. Then to add to that problem, most of my switching is going on in the space remaining to the right. So really, to make it larger/longer I'd either have to select and move the entire level, or figure out some sort of story device to pick up sack boy and transport him either up or left of the current level. But that's just my excuse - we all know it could be done.

With regard to the first key... did you have trouble solving the puzzle (ie - figuring out where the key was and how it was to be used) or trouble getting it to go in (it kinda catches on the way across and you have to jump a few times to get it there - I know this and have tried to fix it, to no avail - any ideas??) ?

Thanks again!
2009-03-05 05:43:00

Author:
v0rtex
Posts: 1878


Well after reading your excuse it makes more sense to why its so short. I think if you had him going up somehow it would take away from the mines and really no reason to go back into the level and play through again, its a very nice level, I liked it alot. Also, glad you liked the review. I didnt have any trouble finding the key, just at first had a little bit of trouble trying to get it across, then I decided to pull the red walk board all the way back through the entrance then jump across to the key. After grabbing on to the key I ran really fast and had no problems at all getting it across, and it pretty much just fell into place after I got it over and let it go. Did the same thing with the second key, seems to work really well.2009-03-05 05:52:00

Author:
Lil-Pingin
Posts: 396


this is not a review but a Feedback for W&B-- You Had to think?

i said that above because i thought that Blizzard-Cool has Finished creating this level... so i cant really provide an indepth review..
i played this before when Blizzard-cool wanted some feedback for it and i thought he would be done with it when he posted in the requests section.

but i guess i was wrong, no matter tho.. ill just post down what i think of it.

the visual look is nice, its simple and easy in the eyes.

youre gonna be coming from your apartment and your looking for johny, but theres some commotion going on.... storyline is interesting.

suggestions

- like i said before the music doesnt fit to my ears. try something else that makes you feel like your wondering around a cool area where your just passing through scenes.. (right now the way it sounds, is... kinda hectic and i feel like i need to rush/panic and i need to get active.)

but when you pass through the commotion you hear something else that makes you feel threatened....

- finish your level, its looks good really.. but its not done, and i know you mentioned that you needed the MGS pack for it, i suggest getting it or try to compromise with the materials that you do have.

overall the level shows some promise but get it done dude.

visuals
story ? its not done
Music needs some work
gameplay ? same as above

rated 3 stars and no tag
2009-03-05 07:13:00

Author:
graygoose
Posts: 371


Well after reading your excuse it makes more sense to why its so short. I think if you had him going up somehow it would take away from the mines and really no reason to go back into the level and play through again, its a very nice level, I liked it alot. Also, glad you liked the review. I didnt have any trouble finding the key, just at first had a little bit of trouble trying to get it across, then I decided to pull the red walk board all the way back through the entrance then jump across to the key. After grabbing on to the key I ran really fast and had no problems at all getting it across, and it pretty much just fell into place after I got it over and let it go. Did the same thing with the second key, seems to work really well.

Yep... you have to move the "rug" out to the "hall".

It occurred to me after thinking on this thread last night that I could add pre-story (to the left). Maybe start earlier in the day, events leading up to the robbery / midnight run. Hmmm...

d'Oh! Thanks a lot, Lil-Pingin . Just when I thought I was truly done with this level. lol
2009-03-05 13:02:00

Author:
v0rtex
Posts: 1878


Hey that does sound like a great idea to do, would be pretty neat. If or when you do it let me know and I will definitely go and play it again....lol2009-03-05 13:06:00

Author:
Lil-Pingin
Posts: 396


Monkey Island: The Great Banana Debacle
LBPC Name: FabbieSack
PSN: Linenman


This was a very different kind of level for me, not something I would play all the time. It was based on being in a jungle, helping the monkeys get their bananas. You put a lot of hard work and effort into the level, the visuals are great. The only thing that I really didnt think fit in with everything else was the roller coaster. Everything else seem to tie in and fit together. I will say that this is a pretty tricky and some what hard level. I played and died on it several times. You are kinda going all over the place in the jungle.

Suggestions: As we have already discussed fixing the switch on the lift and making it roomier at the one part at the end of the level. And maybe through in some hints in places to help others who play the level to know which way to go and what is going on.

Level Layout:-nice jungle scenery and jungle animals. kinda crazy all over the place level.
Visuals:- all the visuals in the level are really nice and go along with the title very well, good to keep your attetion.
Replayability:- i feel that it is just too frustrating and tricky and pretty hard some would say.
Effort/Hardwork:- you put a lot of great effort and work into this level that is obvious, just not one of your best.

Overall: ***- Tagged "Frustrating" and a heart for hard work.
2009-03-06 20:50:00

Author:
Lil-Pingin
Posts: 396


lol .. I have a tendency to like hard levels (I like a challenge) and I think that emulates in the levels I create. I have a hard time making it less difficult sometimes; because then I wonder if it's too easy (since it's so easy for me) lol.

That roller coaster was my son's idea lol .. that's the only reason it's even there. I really didn't want it there, but .. yanno how that goes haha.

I was hoping I could get the changes made before you replayed it lol .. I just re-published it. I also threw in a few more details and changed some materials.

Thanks for the review .. it helped me be able to fix some things that I'm sure were giving some people problems!
2009-03-06 22:11:00

Author:
FabbieSack
Posts: 88


So I know this is a week late, but thanks for the review of Leaps of Faith. I just found it today. I'm glad you liked it!2009-03-13 00:10:00

Author:
ccapel
Posts: 100


As Dimo had a glitch with his game, he was unable to get past the level "Mission Possible". This review will pick up where he left off. Because of this, the ratings will only apply to the second half of the level.

Level Name: Mission Possible
Username: jedi_jeff
PSN: jedi_jeff

I loved the sticker switch. Very original.
http://www.lbpcentral.com/forums/littlebiggallery/images/3206/1_A_Photo.jpg

The rotating platforms were unique, and had a reasonable amount of challenge. There was a small hole in the wall where I was expecting a prize bubble or something to be there. I didn't see the point of the platforms to the lower-left. But I skipped over that section on my last playthrough, and my memory may just be fading.

The missile part was a lot of fun; it gave you a sense of danger and made you feel like you were actually running out of time.

The speedboat ride was one of the most natural-looking I've seen. Great job there.

Graphics: Very good job. Everything was polished and neat. There was a material or two that could have been better as a different material.
Gameplay: The second part of the level is a bit short, and it gets even shorter due to the boat ride.

Overall: ****
2009-03-18 02:39:00

Author:
Sackdragon
Posts: 427


Sackdragon,

Thank you for the feedback. I'm glad you liked the rest of the level. I was going for a movie type ending. There is a collectible item hidden near the rotating platforms at the bottom left of the room, and I left the other hole in the wall to trick people into jumping over there for no reason. Any suggestions for material changes are welcome. Let me know which ones in particular you didn't care for. Thank you again for your time.

Jeff
2009-03-18 05:05:00

Author:
jedijeff
Posts: 33


The main thing was the boat. It didn't quite look right with the cardboard you had it as. Maybe just sticker it white. Dull brown just doesn't feel like a very boat-like color.2009-03-18 22:48:00

Author:
Sackdragon
Posts: 427


Review for The Great Aztec Adventure by WangMajor

this level had a pretty name for a title which is a plus. also there were some parts of the level that looked nice, particularly the sort of a maze type rock platforms and the part where rocks are falling.

with that said the gameplay on this level is just frustrating... the KEY dragging part was just too much of a drag and im saying that literally. since the key
itself takes up the 3 planes and its about 3 times bigger than my poor sackboy!

and then there was a mound that i had to go over with the already huge key in my back, theres also the bridge part which is pretty hard dragging that key when im in the climbing slope. (i think i may have spent a good 3 minutes just to go past it)
and twice that the key broke for hitting a jagged edge along the path (which in turn forced me to restart)
so pretty much everything about the key part of the level is bad.

with that said i thought i was done with the key only to find out i was going back to get yet another key OMG!!! lol surprisingly enough this key was easier to carry since its now made of floaty material. but then again the plane switching platforms you have place along the path was really a pain because im already pulling a huge 3 plane key and had to switch planes many times... and there were so many unnecessary deaths, good thiing i was lucky enough on my last life that i manged to get the key across to its hole.

so i finally got to a place that looked like it was a mine of some sort it looked fairly good, and here you seemed to have put up a puzzle that i had to use my wits to get to the other side. i think the puzzle part was well made and that is one of the good parts ive seen in this level. you had pretty good idea of using those sponges as platforms to get through the gas filled holes.

after going through that i finally was able to get the the artifact and it ended up breaking because of the rock slides.

well this is pretty where i could draw the line of putting all my efforts on finishing your level. since i dont think i can go through all of that stuff i mentioned above again. i think i already spent a good 40 minutes with my attempt to complete it but its just too frustrating.

overall your level has some parts that looked fairly okay, but then the gameplay is very frustrating and this review wouldnt be complete since i wasnt able to finish.

thats a first for me, i normally like the challenge but there's just too much work that needs to be done in your level. so even though im a loser for your level im going to rate it anyways.

2 stars and perilous

visuals

some parts look okay but overall theres plenty of dark matter that doesnt quite fit in your level, plus the camera angles needs improvement. (i would move your mouth tool to the bridge and actually show the bridge not the entire map) do this by using a proximity switch attached to the mouth tool so you can show the player anything from anywhere in the level.

Music

Gameplay as stated above

i may have been hard on my critic of your level but please dont take it personally.. its just i have to be honest with my reviews, and i dont sugar coat. in anycase i hope that this makes you put more effort on creating, and dont say its good enough when you know it could be better, level creation takes time, my 1st 2 levels took a month each. and my current project is going for its 2nd month and im yet to finish it lol.

EDIT: LOL at my grammar, there was so much going on in my head my grammar wasnt organized
2009-03-26 08:31:00

Author:
graygoose
Posts: 371


00Sack - Betrayed
PSN: v0rtex2002

The beginning part of this level didn't show anything really new or cool, but the elevator shortly after the first enemy was pretty fresh (the one with the glass panal that slides down ).

The next enemy was also not very original (and I like original things ) but it was well executed. After that near the "Virtual training" sign... I didn't know what to do here, and ran around for a few minutes trying to shoot everything... then realized I needed to grab the sponge... This felt kinda out of place and un needed, or at the least add some text here to give a reason why or something.
This next section with the red flashing lights and the falling next sections was executed nicely, and really shows that you know what you're doing with the Creator mode. I'd play this level again just for this part .
The underground passage was a good idea, and the key in the wall thing has a visable magnetic switch, just so you know.
your color codes shape puzzle room looks really cool, but perhaps you should paint the lever a different color, because I didn't even see it for a few minutes.
Electric mice? lol.
I'd tell you that you misspelled "computer"... but I know you did that due to the cruddy sensor program in LBP .
This boss looks crazy!!!
The boss indeed was crazy lol, but that bot that came after two parts were destroyed was a little unnecessary and more annoying than anything .

Visuals Everything looked the way that it should.
Mechanics: You have great knowledge of how to use the Tools given to you and I like that.
Puzzles: The room with the falling plat forms and red lights... genius!!!
Betrayal!!! Good story here.
Over all: *****
and a heart from me to you .
2009-03-31 01:25:00

Author:
Maraz_Matari
Posts: 105


yo v0rtex2002

i played your level too, this is not a 2nd review but i just wanted to point out something that almost got me stuck.

its the falling part, the rocks got all bottled up in the hole and i wasnt able to go through... but surely i was smart enough not to get all pissy about it and quit, so i started blasting it with my P90 submachine gun erhem.... (excuse me, thats from my COD4 days)correction. my paintinator gun i mean.

after shooting from different angles i then was able to go through.

i just wanted to inform you that some people would probably get stuck too, like me. perhaps you can take a look at it and do few tests. and just do your fix when you see the problem.

great level by the way i hearted too.
2009-03-31 06:41:00

Author:
graygoose
Posts: 371


Hey thanks graygoose, both for the advice and the kind words/rating.

Yes, I have gotten it bottled up like this as well and was able to do as you did - between a combination of jumping about and shooting my gun (except once when I dropped the gun - then I had to restart) I was able to break through.

During play testing, TheGide had suggested that I change those rocks to styro (stickered to look like rock) so as to avoid getting squished (which also happens on occasion - it's why the checkpoint gets emitted with the rock slide). It's the one piece of his advice that I ignored . I wonder if this might fix both problems (I am guessing that even if they got bottled up styro would be easier to break through with the weight of a sackboy, but maybe not...)

Anyway... Thanks again. I will look into it.
2009-03-31 10:33:00

Author:
v0rtex
Posts: 1878


Hey thanks graygoose, both for the advice and the kind words/rating.

Yes, I have gotten it bottled up like this as well and was able to do as you did - between a combination of jumping about and shooting my gun (except once when I dropped the gun - then I had to restart) I was able to break through.

During play testing, TheGide had suggested that I change those rocks to styro (stickered to look like rock) so as to avoid getting squished (which also happens on occasion - it's why the checkpoint gets emitted with the rock slide). It's the one piece of his advice that I ignored . I wonder if this might fix both problems (I am guessing that even if they got bottled up styro would be easier to break through with the weight of a sackboy, but maybe not...)

Anyway... Thanks again. I will look into it.

sure enough if you got any room left on your thermo for adding stickers plus the complicated rock shapes might add a tad little more than it used to.

perhaps making them bigger and using less would help to, but then bigger is heavier and you will die if you get caught in between.

well for the dieing issue, is there anyway you can delay the fall of sackboy? if you can delay the fall of sack boy even for just a quarter of a second those rocks would be of no issue at all. since they'd fall first leaving sackboy a little behind.

anyways ill leave it up to you. goodluck.
2009-03-31 11:45:00

Author:
graygoose
Posts: 371


The Long Forgotten Cave by RipTide
A lovely level, or one to forget?

This level starts out setting a scene very well. The few things in the foreground make nice use of the thin layers and really set the mood. Ufortunately, I can see the floor of the level, which does not fit in with the theme, takes away from the creepy aspect.

Another thing I notice early on is the use of lighting. Big candles are casting a nice glow on the level, but when I can?t see myself?.. makes me worried. Could be what your going for though.
The most annoying thing about this level however, is the unexplained deaths that I had. Several times I was left thinking ? wait a minute! I just died there? ? which was a real let down. Either make sure people know the spikes are there, or else remove them.

I?d like to say that these were the only things wrong with the level, because the atmosphere created in this level was brilliant and at times the polish and visuals were perfect. However, there are many bugs in this level to iron out, and overall I have to say it is a level to forget rather than heart.

Suggestions: Put something in the spaces where I'm doing nothing but running. Maybe a visual treat or a little bit of gameplay. Oh, and change the background theme - seeing that carpet thing at the bottom really annoyed me

Visuals ? Good in places, but in other places ruined the level
Gameplay ? sometimes I had nothing to do, sometimes I had something near impossible to do
Amount of candles ? there?s lots of them, and they are used very well, mainly.
Fun factor Found myself cursing once too often at dying for no reason

Overall: 2 stars + Empty
2009-03-31 19:03:00

Author:
Coxy224
Posts: 2645


LitleBigEnigma by awasad
A true Enigma or a real stinker?
Let me start off by saying, this level really looks like it isn?t finished. I?m afraid many creator rules have been broken in this level. VERY visible dark matter, dissolve that is visible, no real theme.

But this would all be fine, if the gameplay or visuals or SOMETHING made up for it! There is very little that I find fun about this level, I?m afraid I found myself being forced to play on with something that just wasn?t cool or innovative.
Everything you see in this level can be found in the best levels, only 100 times better because there is reason behind it. "I need this key - please find it" is replaced by a random speech bubble saying "Hint: Go up"
Sorry if I seem to come across harsh, but even the least skilled creators and players should be able to tell that nothing is going on in this level.

Suggestions: Come up with a story to give your level some backbone ? give the player a reason to drag this sponge here, or to fly over there. Otherwise, people aren?t going to want to play.
Visuals ? Just embarrassing really, not a visual treat. Occasionally something looked half decent, but that is the lot.
Gameplay ? drag a sponge, use a sticker rinse and repeat. Very little here that was enjoyable.
Dark Matter ? there?s lots. And it's visible. Really, this is the best part
Fun factor Found myself cursing once too often because I had to play it

Overall:One star + rubbish
2009-03-31 19:11:00

Author:
Coxy224
Posts: 2645


Low and Slow by mrjoeyman

Helicopter or helinotper (These taglines start to get hard every now and again )

I love levels that showcase items and objects made by the LBP community. They really are usually both interesting and innovative ? and this level is no exception.
Most of these levels have next to no story or graphically detail, but I?m guessing this one was more of a level along with a concept, and it paid off. The detailed work on the helicopters was good, and they looked excellent. The chosen stickers had a good effect, and I knew which one was for multiple players.

The concept was also very good, make a flying helicopter and put it in a mission. Although the helicopters are VERY difficult to control and it is far too easy to crash ? you always feel in control of them.

Onto the level itself, which has very little real driving story but still manages to pick up some pieces and make them a level. It was good to have some sort of objective though, and Mrjoeyman hasn?t failed there either.

Suggestions: Perhaps give the helicopters a way to flip back into the air when they crash ? it's very easy to crash and I hate having to restart over and over?..
Visuals ? The helicopters looked really good, but the scenery was below par
Gameplay ? surprisingly fun and very innovative.
Helicopters ? well designed and decorated
Fun factor Pretty fun to play, but far too easy to flip onto your back
Overall:3 stars + Tricky
2009-03-31 19:28:00

Author:
Coxy224
Posts: 2645


Level name: SHOWCASE: Through the key hole...
Username: dirts7970
PSN: dirtyyy

The start of the level was great. The trash can was original, and I liked the key idea. There is a bit of an elevation difference on the front door, which makes you have to jump to get in.

The stairs were wonderfully done. However, it felt a bit strange with the first flight of stairs being in two planes, and then the second flight being in only one.

The bathroom was my favorite room. However, "Battle on the Ice" doesn't really sound like a bathroom song A rocket for the shower was a good idea. The (what I assumed to be) poop should've been a darker brown. It looked more like hot dogs. The water in the bathtub felt really life-like. But the clothes hamper or whatever was to the right of it kept trapping me in, with no way to get out. This brings me to the first major problem: only one checkpoint throughtout the whole level. Now, the level isn't that big, but it is very frustrating to have to walk all that way back up, only to come back down shortly after.

In the hallway, you mispelled "drawer" as "draw". Also, a permanent switch would've been better than having the button turn the piston on.

The attic was my second-favorite room, just because of the music. It suited the room perfectly. Not much to comment on here. The strange machines were... strange (I have no idea what they are, lol).

The kitchen was the most annoying room. I couldn't get into it at first. This brings me to my second major gripe: very bad camera angles. I couldn't tell what was in my way when I was going into the kitchen. It's not that annoying when you go in the first time, but after you open the stove, it's really frustrating. Throwing away the burnt chicken was fun. The sink on the counter had a problem, though. It was too close to the cutting board (or whatever that thing was), so if you tried to grab it from the bottom, where the prize bubbles were coming out, you would grab the cutting board intead. Too many things in the house were grabbable. The small knife really ticked me off. I didn't even notice it when it killed me. The spikes next to the knife really didn't fit in well with the rest of the kitchen. There was also a problem with the stove. I was playing with a friend, who was killed by the knife. Because there was only one checkpoint, I had to go back and revive him. But the stove was blocking the way and I couldn't close it.

Now for the family room. The table fit in well and the pictures were interesting. Overall the family room felt like a family room should feel. However, you should fix the arrow pointing to the exit. It looked like it was pointing to the window sill. That confused me at first. The camera angle didn't help much, either. Eventually, I accidentally found the exit. The garden was a very peaceful ending to the level.

Suggestions: Just the problems in bold.

Visuals: Everything looked amazing.
Gameplay: Not much gameplay at all.
Real-life Resemblance: No one here can tell how close it is to your house, but judging from the pictures, I'd say you were pretty spot-on.

Overall: *** (I would have given you a 4, but the aforementioned problems were just too frustrating)
2009-04-08 00:52:00

Author:
Sackdragon
Posts: 427


This Review is for the Journey to The Center of The Earth by Criffer

my description for this level is:

You are one of the adventurers and your quest is to venture down under the Earth's surface.

Visuals:

While coming down the Tunnel i notice the lighting changes, and it makes it really feel like your going deeper underground. this level has very good visual design and lighting. the way the rocks and rock walls are formed are very believable.

I also liked the Lava flow, it isnt top notch but its one of the best lavas ive seen in LBP. (I beieve that creating a believable lava is really hard, and the lava in this level is close to that)

There are 4 characters that you will be able to meet and except for the premade scientist, all characters are well designed includng the The Plant Monster.

Gameplay:

This is where it gets interesting, i found the gameplay and platforming in this level to be very enjoyable, since i love hard levels that test your skill as a platformer and this level does exactly that.

(I may have said that, but to the average platformer, you may find this level to be challenging)

I even managed to score 1st in my 3rd try and then beat my own record on my 4th. which brings me to this:

I like it when creators put their point bubbles in a well placed manner, giving the player the opportunity to get combos, but in order to do so you have to make a strategy on how to collect them in order to get the highest combos. this is why i got to 1st place in the score board.

Music:

The Music is well done, they are well executed in every scene. Although using
the MGS music for the boss almost didnt work but i thought for a second and, started feeling the sense of danger in that room, with the help of the music of course.

Story:

The Plot is simple, and its what i posted above in the description. There's also comedy in this level and i found it to be quite funny. Peep and Poop will make you laugh.

Suggestions:

I found a bug in your level, when you fall down from the puzzle room on the way to the boss, the rock wall that comes down to open your path also creates a hole leading towards the bottom of the map. I fell through it once so i just committed suicide. that needs investigating.

No other suggestions.

Recommendations:

I can see that, as a creator, you like to challenge your players.. i too am such a creator, and i recommend you to play the level in my Sig. I think that you'll find it to be enjoyable as well. as i have in this level. and it looks like it may also prepare you, to your part 3 level.

Overall:
Visual great visuals
Gameplay nothing original but still enjoyable
Music well timed music
Story funny

5 stars and a beautiful tag plus a heart.

PS

I share your pain of having harsh tags and comments.
2009-04-08 19:41:00

Author:
graygoose
Posts: 371


Thanks for the great review! I'm glad you like hard levels. You're one of the few, my friend. Yeah I'll look into that hole in the floor on the way to the boss. I've been told by a few people that they fall through.

And thanks for the rating too! I'll definitely try out your level when I get a chance. That's so true about getting low ratings and negative tags when your level is hard. Ah well, it's not worth it to me to make it easier just to get a higher rating. There are already plenty of easy levels out there.

Thanks again!
2009-04-08 19:54:00

Author:
ccapel
Posts: 100


Cube Battle V1.0 (Multiplayer) by TVM78

A well rounded level or a cube?

Ok, this level is a multiplayer level so if you don't have any friends then stop reading now
I played this level along with my brother and had quite a lot of fun playing it (even though he was a bit rubbish). There isn't much to say about this level, because it is a very basic concept that is fun with a friend but with very little visuals.
Despite the amount of speech bubbles in the level, it is a very easy to pick up and play. Unfortunately, it is more of a contest to see who can get the highest as when you start to fly, your shooting thing points downwards. Also, with the speed of the paintballs it never takes more than about a minute to finish.
But these small things are not enough to ruin the overall fun.

Suggestions: Put the jetpacks in the cubes because it is difficult to fly into the small holes in the cubes.

Visuals ? Very basic, but that's all that is really needed
Gameplay ? very fun if you have a friend. But again, very basic.
Friends needed ? Ok, you only actually need one, but it deserves a mention
Fun factor - Very fun, with a friend that is!
Overall:4 stars + Fun
2009-04-15 09:30:00

Author:
Coxy224
Posts: 2645


Level name: LBPGolfEU Clubhouse
Username: 49DRA
PSN: ARD94

Even from the start, the details are astounding. The Paintball fountains were a good idea, and the sign was great as well.

The security camera was a nice touch. The trophies were interesting, but you could've had them zoom in a bit to show them more clearly. The golf cart in the wall made me laugh. Nice effect with the rocket. Just a note; I loved your choice of material for the stairs. It gave them an elegant feel. In the room with the lookout, the magic mouth cutscene pauses Sackboy and disrupts the point multiplier. I thought the sandwiches were cute. Making them triangles made them look fancy.

I don't quite understand the glass on top of the bar. Solar panels? The bar was well-made. The awards were very comical. Overall, the placement of point bubbles was pretty good. I find more and more every time I play.

Visuals: Everything was very detailed.
Gameplay: A tiny bit of platforming, but nothing much.
Chances of winning the contest: I think you should find out what size crown you wear, because your clubhouse seems to be the best one out there.

Overall: ***** and "Beautiful"

I have a question: have you ever been to an actual golf clubhouse? You seem to know an aful lot about them.
2009-04-16 00:47:00

Author:
Sackdragon
Posts: 427


Thanks for the review!
I hadn't thought of zooming in on the trophies, thanks for the tip.
I made the mouth radius big enough so it triggers before you reach the bubbles, but I just realised that it's triggered by a permanent switch, which is triggered by a prox switch. I'll make the radius of the prox switch bigger.
The glass things on the roof...I have no idea.
And no, I've never been to a golf clubhouse in my life xD
2009-04-16 07:12:00

Author:
ARD
Posts: 4291


thanks for the review coxy. that idea about putting the jetpacks in the cube is perfect. im too stupid to have thought of that lol thanks. oh and i know the controls are pretty difficult but i cant seem to think of anyway to fix them. oh btw i hope you enjoyed the powerups in the level, there are only three as of right now2009-04-16 07:25:00

Author:
Unknown User


Hyper Cube 3 by MrsSpookyBuz

A well rounded level or a cube?

Ok, this level had already had some glowing feedback and reviews ? and despite me not having played the last levels, I went in with a positive mind.
And was still blown away. Simple graphics, combined with some extremely good gameplay and then a little bit on top. MrsSpookyBuz has taken these and squeezed them into the level boundaries. You can tell how this is done, because you?ll be moving up, down, left AND right in order to collect everything and progress.
And this is where my first problem with the level comes in. About 15 minutes after I started the level, I was wandering where it was going end. Admittedly, I was having fun ? but it was a bit prolonged.
But back onto the level. As I said ? the gameplay was exquisite. Around half way through the level I was thinking how it was just a generic platformer, and then the new stuff started to come.

Suggestions: Ummm? I really cannot think about much. I guess it was a little long and it may have tried to be a little too much.

Visuals ? Very simple ? but still brilliant
Gameplay ? You think you?ve seen it all??
Cubes ? Lots of them ? and they were hyper
Fun factor ?Very fun, for the first 15 minutes. Then I got a little bored.

Overall:5 stars + Brilliant + Heart
2009-04-17 17:20:00

Author:
Coxy224
Posts: 2645


Review for Journey to the Center of the Earth Part 2 By Criffer

This is a sequel to the Part 1 and once again the creator has made a very enjoyable challenging level.

Visuals

I have to say that Criffer has done an even better looking level than the first part of this series, The Visuals of this level are very comparable to the story levels, particularly the underground level such as Meerkat Kingdom.

The levels look are divided in 2 parts, theres the moving tectonic plates section (electrified ground section) and the Waterfall section, both look gorgeous. and the lighting are great.

Gameplay

Yup! loved it, The gameplay is tricky in nature, so as a player, you really have to study how the patterns are occuring in this level.

Here are some great and challenging scenes that i realy enjoyed:

- The jumping down the edge and pull your self back into a safe platform part (this isnt used very much and i liked how youve managed to do that here in your level)

- The raising electrified rock towers

- How you get further down into the earth's core by using the tunnels (ceiling grabs)

- The moving Tectonic plates (nice touch)

- And the waterfall section

- Well all i can say is every section in this level will keep he player entertained all the way to its end

This isnt a level that you can just waltz in and expect that everything is gonna be alright. Timing and skill of platforming is required for this.

- I also liked how the creator have added hidden areas where you can score more points ( i have found 2 so far and managed to score 2nd in the score boards, probably 1st, and beat the creator's own record if i try harder)

Music

Nothing to say much here, since the creator has made it well executed and the music fits perfect for the level.

Story

Once again, you'll find Peep and Poop who adds some funny moments to the level, i like Poop, he's a real kid.

Story is Simple but solid.

Suggestions

I found another hole that led me straight down to the map's bottom just like in the 1st Journey.

Its located near the checkpoint where you have the raising rock tower/formation... I went all the way to the left behind a huge Boulder of gray rock ( i thought that it was another one of those hidden areas) and i ended up falling all the way down.

Patch this up and your good to go.

Visuals - Comparable to the story levels
Gameplay - Very enjoyable and challenging
Music - Well executed
Story - Funny

Overall 5 stars and Beautiful plus a heart.
2009-04-17 17:56:00

Author:
graygoose
Posts: 371


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