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Mousetrap

Archive: 6 posts


This level is inspired by the old board game mousetrap.

If you don't know it, or are too young to remember it, Mousetrap involved setting up a series of contraptions which, when activated, set off a complicated chain reaction of events to eventually catch a mouse.

While my level is not about catching mice, it does have some pretty cool, complex physical chain reactions in it which you can set off while navigating the level inside a giant ball (or Zorb).

I've been working on the level, off and on, for months now, and the thermometer is maxed out. I would have liked to make it look a bit prettier in places, but I couldn't due to the maxed thermometer, so if you can ignore the rough aesthetics the chain reactions are worth it I think.

There is also a Boss fight at the end, which is a bit tricky, but persevere. If you take to long climbing up the body then a jetpack drops down which enables you to get up to the real battle on his head. My playtester (my GF) found it to frustrating trying to climb up the boss's body so I added this to ease that frustration. It's still a challenge when you get to the head though!

Anyway, I hope you will play my level and comment on it. All feedback welcome, and I F4F with this one so will comment on yours in return.

Level name - "Mousetrap"
Location - China(ish)
Creator name - chillum007

Have fun!
2009-02-28 02:39:00

Author:
chillum007
Posts: 228


I can't find it by searching level name or your psn.2009-02-28 05:07:00

Author:
The_Pemp_Wei
Posts: 13


Yeah, it looks like the level is locked.2009-02-28 05:53:00

Author:
Coreymill
Posts: 85


Ah, sorry I just checked and yes it was locked. I've unlocked it now so you should be able to play!

Weird that it didn't appear with the padlock symbol though... I did wonder why it wasn't getting any plays... Thanks for pointing that out.
2009-03-01 00:03:00

Author:
chillum007
Posts: 228


Cons:
- The intro area is not very pleasing to the eye. I personally don't like when you can see the edge of level when you start like you can here. It might be difficult to change this now though. But I do think that you could make it so that you don't see the dark matter that is holding up the platform.

- Man... you actually see dark matter all through the level which really is a shame because it's a really cool level. It just doesn't seem 'professional' looking when there are squares of dark matter right in the middle of platforms like they are.

- The part with the + shapes that you have to make it across is a little too difficult. And when I fell down and got brought back up to try again. The little hatch door closed on top of me and made it hard to get out/ got me stuck.

- Wow, that boss was just about impossible to get up. And then a jetpack fell down, which I am assuming just happens if it takes you a long time to get up him or something? Because I don't think I did anything to make it happen. But anyway, I appreciate the time that it must have taken to make him and get him moving the way that he does however, I think that he needs some work. It's really difficult to even make it up him and then once you get to his mouth it's awkward to try and get to the gun and then from there it's a difficult jump to make it on top of his head. Now, as I was standing on his head, the way that his eyes moved would make me step down onto them and then I would get hit by the electrified objects and it just got really frustrating.

- I guess he could potentially 'fit' at the end of the level but having that section is so much different than the beginning so they don't go together all that well. I think if you eased up on the difficulty/made him less frustrating to beat it would help out the level. Because what was really cool and impressive at the beginning became frustrating and annoying at the end which 'leaves a bad taste' in the mouth of the player when they are done, as they remember the frustrating boss battle and not the really cool chain reactions which make this level really stand out.

Pros:
- I know that it's really only one pro ... but it's a big one that I really enjoyed. This is a great idea that I haven't seen before. Loved all the physics based reactions that happened throughout the level. Really cool. It's like a giant Rube Goldberg machine, some of them were really amazing.

- The little claw game right after it was a really nice idea and worked well.
2009-03-01 00:33:00

Author:
Coreymill
Posts: 85


F4F

Hi Chillum,

I like your idea here, it starts out really cool, but I also ran into a couple bumps along the way.

First the grab hand on the "zorb" confused me a little bit, I guess it's just there to tell you to grab on, but since it's usually used as a switch I started out wondering what was supposed to happen. (Oh! now I see, it's a switch later on, still might want to hide this one)

One thing I might like to see is a little more direction, some arrows or such could help. There were a couple places where the action would stop and I had to wonder where I was supposed to go next. In a level like this I feel like the action should keep moving at a good pace, so pauses caused by not knowing what to do next kind of breaks up the flow of action.

I like the little sound effects and such, but the music changes were a little awkward to me, I usually feel that if you're going to use music you should give a reason for switching between them, a scenery or intensity change in the level.

I REALLY liked the part where the books fall like dominoes and cause the explosion down below! Really awesome, I liked the use of the camera views here as well, my only problem again was where to go after I fell. Sure you can figure it out without too much trouble, but I just like the movement to keep going, no question. Plus when I fell down the first time there was some debris that fell with me and blocked my path to the right at first, so without some sort of direction it became even more confusing.

Like Coreymill, I also had a lot of trouble with the back and forth + section. I had a lot of trouble getting between the forth and fifth platforms, and then when I would have to restart at the beginning I frequently got trapped by the trap door as well which was pretty frustrating.

I do like the environment throughout the level, the use of foreground and background objects really breaks it up nicely. I've been scolded for my showing black-matter and switches enough times to notice them, at the same time in a level of this type the switches seem to fit. Maybe just make sure to place them in a somewhat appealing way if they are going to be showing, there were a couple stuck on an angle kinda sloppily.

The crane was neat, although a little finicky. If you grab the zorb too long it starts to take you back to the left again. I again loved the movie-type mouse-trap sequence immediately following this though!

The robot fight was mostly just weird for me, feels like it needs some polishing. Jumping from the foot to the grab sponge was easy enough, but when I first did this nothing happened. I had to try it a couple times before the jet pack came loose. The jump from the save spot on the robot's head was kinda tricky, it took me a bit to find out it was even possible. Also I hit a bug or something when fighting the robot, I took out the first of the two arms that you shoot down, and then my character got wedged in between two platforms or something and hit his brain - killing it before I had taken out the second arm.

This is my first review or F4F, so sorry if it's a bit long. Overall I really liked the concept of your level and I think with some more polishing it could be really stunning

I have my info in my signature, if you can check out some of my levels sometime. I'm especially looking for input on Quest for the Talisman: Part Two. Thanks! and Good luck! I'd be happy to review your level a second time if you like, just let me know when to check it out

-Meg
2009-03-01 06:27:00

Author:
CowTip
Posts: 22


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