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The Haunting of Merch Hill
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http://ic.lbp.me/img/bl/0cc82d10e6f308011c1c3c2f1b649038bdb62e47.png The Haunting of Merch Hill (part 1) [1P] (https://lbp.me/v/qs0dhzx) Be sure to leave a link to your level for me to check out! It's been abandoned for a reason, but you decide to explore it anyway... Search for clues and items as you investigate the horrifying Merch Hill. This level is great for experiencing a creepy atmosphere and for those who want to be spooked. There is also investigating involved, so patience may also be needed. Please leave some feedback! http://i8.lbp.me/img/ft/7688c0e2eb82330c84f348cd01e9158f1b24cf28.jpg http://i0.lbp.me/img/ft/9e0d70902ad0147037e4d39de217f6f758b304b5.jpg Use the point-n'-click feature to inspect clues! http://i7.lbp.me/img/ft/b477fc068c2755de6d1a1447fb6ab7eea4f3cd44.jpg http://i7.lbp.me/img/ft/037c6e8213a4fe870112c9387bb8229b82518468.jpg http://lbp.me/v/qs0dhzx | 2014-08-19 17:26:00 Author: The Actual Kid Posts: 36 |
Looks fun! I always enjoy a good spooky level. | 2014-08-19 19:09:00 Author: Kato Posts: 732 |
Looks fun! I always enjoy a good spooky level. Hope you enjoy it! | 2014-08-20 02:32:00 Author: The Actual Kid Posts: 36 |
Question. What two items do you need to open the first locked door? I discovered a key, and a screwdriver, as well as an unreadable note. I've searched around but I could not locate any other items before I ran out of level-play-time. If I am simply missing an item, don't tell me WHERE it is, XD Just tell me WHAT it is, so I'll know what t keep an eye out for. : D I'm really liking it so far. | 2014-08-21 04:43:00 Author: Kato Posts: 732 |
Question. What two items do you need to open the first locked door? I discovered a key, and a screwdriver, as well as an unreadable note. I've searched around but I could not locate any other items before I ran out of level-play-time. If I am simply missing an item, don't tell me WHERE it is, XD Just tell me WHAT it is, so I'll know what t keep an eye out for. : D I'm really liking it so far. Which note is unreadable? I'll fix that. The item is stated in a note. | 2014-08-21 04:48:00 Author: The Actual Kid Posts: 36 |
Could you make the notes more readable? I have to keep holding L2 (if I remember right) to read the messages, while keeping the "cursor" on a very small note. But they just keep disappearing before I can read them. (Pressing L2 just once also didn't work, and I didn't really move around.) I can't say much more about it so far. (I've got stuck after finding the camp, where I was supposed to meet up with my friend. And I've got visitors - so I had to make it short.) | 2014-08-21 12:36:00 Author: Lumina Posts: 641 |
It was a scribbly note that said that the bad guys had no faces and bags over their heads, and it said parts of the note were dirty/unreadable. I've also come across a dead body covered in goop, but it doesn't do anything. | 2014-08-21 16:08:00 Author: Kato Posts: 732 |
Could you make the notes more readable? I have to keep holding L2 (if I remember right) to read the messages, while keeping the "cursor" on a very small note. But they just keep disappearing before I can read them. (Pressing L2 just once also didn't work, and I didn't really move around.) I can't say much more about it so far. (I've got stuck after finding the camp, where I was supposed to meet up with my friend. And I've got visitors - so I had to make it short.) I'll consider that. I wanted it to only be readable when being analyzed. You could try slightly moving the cursor every half a second to keep it going. It was a scribbly note that said that the bad guys had no faces and bags over their heads, and it said parts of the note were dirty/unreadable. I've also come across a dead body covered in goop, but it doesn't do anything. Oh, THAT note. I thought there was a note that was broken, lol. Hint: you are very, very close to finding the second item. | 2014-08-21 17:28:00 Author: The Actual Kid Posts: 36 |
All right, so I have some notes here. But before I get into them, I want to say that despite all of the things you're about to read, I really liked the level. When I really like something, I tend to nit-pick because I see lots of great potential. Okay? Okay. First of all, I like the who concept/layout you've got going where you search for items, and avoid patrolling enemies. While Sackbots will never be scary themselves, you did a good job creating an atmosphere where I felt they were appropriate. They didn't wobble around, they didn't over-emote. They had a direct purpose, and they moved quickly. More than that though, you avoided the cardinal sin of making them instantly dangerous. Once they grab ahold, you have an opportunity to get free first. I also liked how not all of them were dangerous, and best of all how the two at the start scurried like roaches. However, then I noticed you made two distinct types. The normal kind which is harmless, and then the ones with glowing eyes which hurt. If you make it too obvious, it's going to take away from the fun. Some of the best horror is not knowing what's going to actually hurt you. The bags on the heads, while you explained it in a way that made sense, still looks ridiculous. This is mainly because sackboys/girls all have inflated, tumorous heads, and the bags by comparison would be grocery bags. Stretched. If there is any sort of bandage wrap for the face, that would be preferable. I also felt they were too easy to avoid, particularly the one patrolling Kyle's body on the 3rd floor. Has a good atmosphere, and the flashlight was a good idea. The search function I enjoyed, but consider changing the speech bubbles so they stay active until I choose to close them. The red light void was neat, and I would have liked to have seen more of it. You've got to put more decor in this. More decor, less sackbots. To save on level space, you can have emitters put out sackbots. One idea, is to have a web of maybe 10-15 emitters, each with a different sackbot, each with a different action that lasts maybe 20-30 seconds. Then set the emitter length to last for that time, and link ALL of these emitters to a randomizer set to one at a time, and have it switch every 20 to 30 seconds. That way your sackbot appearances are random. The reason I got lost the first time is because when I grab stuff, I expect a reaction. If nothing happens after 2 seconds, I move on. Your search/grab function timers are too long. Unless you've got a tutorial telling the player they have to hold on for 5 seconds, very few will do so. Please consider re-naming some of the NPC's. You've got Eric and Kyle... I started naming the bag-heads Stan and Kenny. South Park in-jokes destroy horror. I do see this is just a teaser/part 1. Please DO make a part 2, and consider some of my words. Again, I really liked it so far, which is why I nitpick. I enjoyed it like that Hatter Fields level that one dude made and never continued. | 2014-08-22 14:59:00 Author: Kato Posts: 732 |
First of all, I like the who concept/layout you've got going where you search for items, and avoid patrolling enemies. While Sackbots will never be scary themselves, you did a good job creating an atmosphere where I felt they were appropriate. They didn't wobble around, they didn't over-emote. They had a direct purpose, and they moved quickly. More than that though, you avoided the cardinal sin of making them instantly dangerous. Once they grab ahold, you have an opportunity to get free first. I also liked how not all of them were dangerous, and best of all how the two at the start scurried like roaches. Thanks! However, then I noticed you made two distinct types. The normal kind which is harmless, and then the ones with glowing eyes which hurt. If you make it too obvious, it's going to take away from the fun. Some of the best horror is not knowing what's going to actually hurt you. The only ones that have glowing eyes are the one in the hallucination and one in the beginning which you must hide from. I made the one which walks down the hall in the beginning have glowing eyes so you can see it, though it wasn't like that before and I think I may revert it to that way. The bags on the heads, while you explained it in a way that made sense, still looks ridiculous. This is mainly because sackboys/girls all have inflated, tumorous heads, and the bags by comparison would be grocery bags. Stretched. If there is any sort of bandage wrap for the face, that would be preferable. I don't think I'll change the bag-head look. I also felt they were too easy to avoid, particularly the one patrolling Kyle's body on the 3rd floor. Yeah... I got my sisters to test it (hilarious by the way), and the one that actually played it through all the way would simply turn her flashlight off and go about her business. Has a good atmosphere, and the flashlight was a good idea. The search function I enjoyed, but consider changing the speech bubbles so they stay active until I choose to close them. The red light void was neat, and I would have liked to have seen more of it. I will change the search text. Lumina and I believe somebody else had some trouble with the text disappearing. You've got to put more decor in this. More decor, less sackbots. To save on level space, you can have emitters put out sackbots. One idea, is to have a web of maybe 10-15 emitters, each with a different sackbot, each with a different action that lasts maybe 20-30 seconds. Then set the emitter length to last for that time, and link ALL of these emitters to a randomizer set to one at a time, and have it switch every 20 to 30 seconds. That way your sackbot appearances are random. Do you have any tips for placing decorations? I'm not the best when it comes to using them. The randomized events are interesting and I think I may do something like that. The reason I got lost the first time is because when I grab stuff, I expect a reaction. If nothing happens after 2 seconds, I move on. Your search/grab function timers are too long. Unless you've got a tutorial telling the player they have to hold on for 5 seconds, very few will do so. A problem my sister had, I'll create an indicator stating you are searching the body or something. Please consider re-naming some of the NPC's. You've got Eric and Kyle... I started naming the bag-heads Stan and Kenny. South Park in-jokes destroy horror. Believe it or not, that was completely unintentional as I do not watch South Park and don't even know the names of the characters, lol. I'll change it. I do see this is just a teaser/part 1. Please DO make a part 2, and consider some of my words. Again, I really liked it so far, which is why I nitpick. I enjoyed it like that Hatter Fields level that one dude made and never continued. I appreciate you playing my level and leaving feedback! Thank you. | 2014-08-22 20:26:00 Author: The Actual Kid Posts: 36 |
I've addressed many of the issues pointed out by Kato: Enemy at the beginning which you must hide from does not have glowing eyes anymore. Kyle's name has been changed to Andy. The enemy patrolling Andy's body is a little bit tougher to escape. Speech bubbles stay active until closed (not needed to hold R2 over the object anymore). Finding the bobby pin takes three seconds and analyzing the body indicates that there is something useful on/in it. I also added a hallucination regarding Andy. | 2014-08-24 18:35:00 Author: The Actual Kid Posts: 36 |
Looks sweet! Queued! (Also consider using the "edit" option rather than double posting) | 2014-08-24 19:06:00 Author: DawnBreaker_23 Posts: 568 |
Hi The Actual Kid, I've played your level some days ago and had some problems so that I finally gave up! After reading this thread I will give it a second try! Many greetings, Jürgen^^ | 2014-08-24 19:52:00 Author: CuriousSack Posts: 3981 |
Hi The Actual Kid, I've played your level some days ago and had some problems so that I finally gave up! After reading this thread I will give it a second try! Many greetings, Jürgen^^ I saw your comment the other day. I'm not exactly sure what problems you were having but hopefully it's all cleared up now. Hope you enjoy the level! Also, everybody remember to post one of your levels if you want me to review them! | 2014-08-24 21:39:00 Author: The Actual Kid Posts: 36 |
Okay so, for starters I'm not really one for horror anything, so I was super tense the entire time and keen to get it over with. LOL Moving along, it was honestly, for somebody who gets really impatient with levels that aren't clear, kind of stressful. I didn't understand a lot of what was going on, and I didn't really know how to progress through the level properly. It was really confusing at times, and it kind of left me with this bitter taste in my level tasting-mind where I felt like the level was so huge and overwhelming but because I wasn't really told clearly what was going on, I couldn't really fully unlock that potential for my personal playthrough. I didn't get very far, after lapping the level a couple times trying to find clues, I pretty much gave up. The atmosphere was pretty well done, then again I've not played many-a-horror level so that may or may not be inexperience talking. For me I personally felt that you could lay out the narrative at least a little clearer from the start without relying on unclear "visions" or cutscenes and not using the thought bubble speech thing cause its flipping hard to read LOL | 2014-11-08 05:10:00 Author: theIronHorse Posts: 279 |
Okay so, for starters I'm not really one for horror anything, so I was super tense the entire time and keen to get it over with. LOL Moving along, it was honestly, for somebody who gets really impatient with levels that aren't clear, kind of stressful. I didn't understand a lot of what was going on, and I didn't really know how to progress through the level properly. It was really confusing at times, and it kind of left me with this bitter taste in my level tasting-mind where I felt like the level was so huge and overwhelming but because I wasn't really told clearly what was going on, I couldn't really fully unlock that potential for my personal playthrough. I didn't get very far, after lapping the level a couple times trying to find clues, I pretty much gave up. The atmosphere was pretty well done, then again I've not played many-a-horror level so that may or may not be inexperience talking. For me I personally felt that you could lay out the narrative at least a little clearer from the start without relying on unclear "visions" or cutscenes and not using the thought bubble speech thing cause its flipping hard to read LOL I'm thinking most people are getting really confused and just giving up. When I look at the activity of the level, I see that many play it but don't finish it. There are notes which you can search that direct you, but maybe there needs to be something more. For example, showing an example of a readable note. How far did you get? | 2014-11-08 06:49:00 Author: The Actual Kid Posts: 36 |
Well I had the first....I don't know...vision? Of the paper bag thing looking like me, that whole sequence seemed really dragged out and it made no sense to me, then it introduced the cursor deal, I read the note saying meet me upstairs, then i desperately tried finding something to progress the story and lapped the areas I was able to go through, couldn't find anything, and eventually ended up just leaving the level. | 2014-11-08 07:07:00 Author: theIronHorse Posts: 279 |
Well I had the first....I don't know...vision? Of the paper bag thing looking like me, that whole sequence seemed really dragged out and it made no sense to me, then it introduced the cursor deal, I read the note saying meet me upstairs, then i desperately tried finding something to progress the story and lapped the areas I was able to go through, couldn't find anything, and eventually ended up just leaving the level. Did you find the key? | 2014-11-08 07:41:00 Author: The Actual Kid Posts: 36 |
Hey Kid, I played your level, again, and I must say that this time with the new updates: I got further than before. Not much further, but definitely further. I was having the same troubles as the previous poster, getting stuck even before the first door... and even with your hint-bomb the key, couldn't find that either. Maybe you should have some feature that detects a troubled player by how long they take to make progress, and then gives them a huge hint to almost directly and exactly where the items are to progress? Because I'm on your game right now, and I'm still failing to find a key of any sort. Other than that, the atmosphere, the theme, the ambience, all of it is great so far. I guess I'll see what the gameplay is like when I get past this point. Haha! Best Of Luck, temple1997. | 2014-11-08 10:34:00 Author: temple1997 Posts: 36 |
Nope, I found no key. | 2014-11-08 15:47:00 Author: theIronHorse Posts: 279 |
Nope, I found no key. The key is much easier to find now. | 2014-11-08 23:46:00 Author: The Actual Kid Posts: 36 |
When are you planning a Part 2? Will it be released on LittleBigPlanet 3 or 2? | 2014-11-26 11:35:00 Author: temple1997 Posts: 36 |
When are you planning a Part 2? Will it be released on LittleBigPlanet 3 or 2? It'll probably be a while, and it will most likely be developed in LBP3. | 2014-11-29 00:50:00 Author: The Actual Kid Posts: 36 |
I didn't get to brag on this one prior to the down-time, but the updated Merch Hil was a tremendous improvement! You definitely need to continue work on this series. *Leads the chant* Volume TWO! Volume TWO! Volume TWO! | 2015-02-18 19:26:00 Author: Kato Posts: 732 |
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