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Ungreth
04-17-2009, 10:12 AM
Hi y'all. My first created level, Gothic Reverie, is now published if anyone cares to take this baby for a spin. Basically, the player gets to explore the dark and surreal dreamscape inside the mind of Robert Smith (singer/songwriter with 80's goth band The Cure). Whether you like The Cure or have never even heard of the band makes little difference though, as there's plenty of cool features here for everyone to enjoy. The level focuses on puzzle and exploration based gameplay within a range of diverse environments, and was created with 100% original craftsmanship (no MM pre-made or community items rehashed). A full month in the making, blood, sweat and tears are the raw materials from which Gothic Reverie was forged, so don't expect just another H4H spamfest that was made in 5 minutes while the kettle boiled. So far, the level has had 24 plays with 5 hearts, and is described as beautiful, artistic and tricky.

Features include -

* Escape from the fire in Cairo
* Search for the cat in an icy, moonlit forest
* Save the drowning man from the jaws of a giant clam
* Navigate giant puzzle wheels in The Hanging Garden
* Explore a spooky mansion to find "The Upstairs Room"
* Take a trip to the circus and bomb the freakshow
* Battle the guardian of an ancient temple and uncover a hidden treasure

Your prize for completion will be a lovingly crafted and intricately detailed steam train, modelled in the Great Western Railway style. For acing the level, you'll win a fully functional prize grabber (the sort you could find at most fairgrounds and arcades).

Thanks to all who take time to play. I don't collect hearts and trophies, so don't bother to H4H me please. Only heart if you genuinely feel that my level has earned it. I will do feedback for feedback though.

bindibaji
04-17-2009, 12:20 PM
Alright Ungeth.
This review will give away some things so only read if you don't mind knowing
*Spoilers*
Openings good and diffrent like your version of Mr Smith.
The first puzzle made me chuckle random burning face. It's very cleanly done. The ice cave is tricky especially the thrid jump might need to shave a bit of the platforms above base to make it easier. I liked the icy feel.
Underwater puzzle good. Lift switch is well hidden.
Love riding around on two headed switch man. Funny. Also a good puzzle to solve. Leathal butterflys :)
Fell to my death straight away when leaving the house. Didn't realise the heart swings in the cats. This did mean I saw the angry chair which I liked but it did make getting up from the lower floor a hit and miss affair.
The whole freak show really well done. And good use of camera angles.
Baby Boss i didn't realise I had beaten it and though i had to shoot it some more.


Overall really polished and uncluttered. Good use of bright bold colours and fun taxing to play. 5* hearted.

Coxy224
04-17-2009, 06:19 PM
Wow, this level was a real suprise.
The idea reminded me of "Timmy's Dream" but with some sort of perverse twist that took out everything child-like about it. Not that this was a bad thing though, because I really enjoyed your level (especially the visuals).

Pros:
+Looks beautiful
+The character design
+The music really sets a good atmosphere
+The scaryness of even the cats meow-ing!
+The ideas

Cons:
-The second spinning wheel is near impossible to enter
-SOmetimes the puzzles very a little difficult

Overall, 4 stars + "Brilliant" Tag

Morgana25
04-17-2009, 07:04 PM
Sounds cool - I'll have to check it out tonight.

GruntosUK
04-17-2009, 07:41 PM
Welcome to the forums Ungreth!!

I played the level over on GameFAQS and left feedback there. I thought the level was great, excellent puzzles and some very good visuals and ideas.

I can post that feedback here if you want, but Im not sure whether you've made any changes or not :)

Ungreth
04-17-2009, 08:50 PM
^ I've made quite a few changes GrantosUK, many of them based on your own valuable feeback. This includes "pinning" the ice cave, putting poisonous gas below the bits where you can fall, and adding extra pointers to guide you along. Also, I've made use of the new invisibility option with pistons, bolts and winches. (BTW...how's your new Mexico installment coming along?).

Coxy244 - the puzzle wheel wouldn't normally be entered with a direct jump from the toadstool springboard (unless you get a real lucky shot). Instead, try to grab the underside as you shoot upwards and let the wheel carry you round until you're on top, then drop into the opening from above.

Thanks to all who have played and left feedback so far...I'm happy to return the favour if any of you have levels which you'd like me to critique.

Dexiro
04-17-2009, 09:21 PM
i thought this was really good for a first level :)

Pros:

the variety of environments kept it interesting,
and some of the puzzles like the underwater one were really good
overall the level had some really nice ideas in there with some great visuals

Cons:

- although you explained some sections well, i felt it was unclear what i had to do sometimes, like after the underwater puzzle i had no idea that i had to drag the guy out of the water, and in the gardens i died a few times before i realised you could swing on the flower.

- when exiting the first puzzle wheel i missed the platform and fell to my death because i couldn't see where i had to fall, and when entering the second wheel i felt the power of the mushroom was a little unnecessary because you'd slam against the wheel and bounce off.

- after the boss when you go up the lift, i ran to the left and fell back to the beginning of the level, and when i died to i get back up i was respawned near the boss, and was stuck because the lift didn't come back down

Still you did a great job though. gave it 4 stars :)

Ungreth
04-17-2009, 10:12 PM
Thanks Dexiro, I'll work on that lift business for sure. It's bad if a player's forced to start the whole level again!

The guy in the water...I'll add an extra hint perhaps. The flower you didn't realise you could swing on...well, that's your own fault I guess, since it's dangling from a visible rope. As for dropping out of the puzzle wheel, I felt the large flashing neon arrow pointing down to the place where you drop was a clear indicator. The mushroom is a little overpowered though, I agree.

Dexiro
04-18-2009, 12:28 AM
the arrow on the puzzle wheel was a good indicator, but i assumed it meant i had to drop out from the bottom of the wheel, and not at a slight angle

and i saw the rope on the flower, but i assumed it was just a hanging decoration because the flower was so huge :p

m3p
04-18-2009, 12:41 AM
Omg dude, Cure is one of my favorite bands, no kidding. Lullaby is my favorite song. When I played the level I was half expecting to see spider webs all over Robert xD If you could figure out a way to put that in then that's +1 internets to you sir.

Level aesthetics wise, some parts (and this could be just because I am a detail hog) seemed slightly empty. The part with the spinning wheels to be specific. Speaking of that part the wheels I feel need an adjustment. Speed the wheels up a bit so its easier to jump over those spikes. Also I agree the level needs a tad more direction, but don't go over board!!! Part of the level's charm is trying to figure where to go and what parts of the map look suspicious. In doing that +1 internets to you sir, that was very well done. I like how in the circus area when I flew up there were still stars in stead of it just being cut, meaning excellent attention to detail and making me feel I was still in the level. (I hate it when parts of a level look unfinished xD) The baby battle was creatively done, and awesome.

I saw exactly what you were mentioning with each part, which made it even more hilarious. But the overall best part had to be the end with the musical switch puzzle. That was overly epic in every way imaginable.

This level was undeniably a Cure fan's sweetest dream come true.

"and there is nothing I can do, and I realize with fright; that the spiderman is having me for dinner tonight..." *skips away humming it happily*

also five's and favs to you good sir!

rtm223
04-18-2009, 12:51 AM
OK, I liked this level. Some of the puzzles had me scratching my head for a bit, but there were always clues each step of the way, even if they weren't necessarially in your face) and each puzzle felt well constructed. It was pleasantly surreal and quirky. I gave the level 5 starts, 3 stars, then 4 stars on the three times I played; and a heart. Explanation:

First time through, the thing that pulls you up to the music part got stuck at the top, I got shot, couldn't get back up (I waited about a minute). Second time through I got stuck the same place dexiro did (level broken twice in a row was the reason for 3 stars). Third time I completed (although I met the first problem for a while bu it fixed itself)

Other issues:

First time on the boss fight, i didn't fight the boss. I saw my paintballs weren't hitting him, but when I shot the fire, it moves. I thought this was another lateral thinking problem, shot the fire out of the sconce, then jumped from the sconce over the fire! You may wanna fix this or leave it as is lol.

Camera angles annoyed me in places. First when I have to jump to the ice cave for the cat I have to jump offscreen. Also the last jump before grabbing the big heart. I shouldn't have to jump off screen - just set the camera to follow a little bit.

jumping back a level and down is always annoying, in the library room and on thesecond spinning maze wheel.

THe grab machine can get caught on the spikes of the objects. I had to open the grabber fully and shake it back and forth before it came off.

Points: Personally, I couldn't care less about points, but a lot of people do, encoraging them to replay for scoreboard position.

At the moment I thnk the level deserves the 4* average I gave it. With the two places I died and couldn't continue fixed, plus the cameras, I'd give it 5 (I'd let the other issues slide). Good work

Ungreth
04-18-2009, 11:58 AM
Thanks M3p...there's no Lullaby because I was working through The Cure's albums in chronological order and ran out of memory space after Head On The Door. A second installment will follow soon, taking inspiration from Kiss Me, Kiss Me, Kiss Me up to 4:13 Dream. Figured I might do a Siouxie level too, at some point down the line.

rtm223...valuable feedback there, and I'll work on those issues.The sconce on the boss fight was firmly glued at time of publishing but probably came unstuck with Cornish Yarg, since the patch has already caused similar issues of that nature. Easily fixed, I'll get on it today. Camera angles will also be sorted today, and an extra save points will be installed at the library. The grab machine...well, that can happen with grab machines, and there's not enough themo bar left for score bubbles unfortunately.

m3p
04-18-2009, 01:12 PM
Thanks M3p...there's no Lullaby because I was working through The Cure's albums in chronological order and ran out of memory space after Head On The Door. A second installment will follow soon, taking inspiration from Kiss Me, Kiss Me, Kiss Me up to 4:13 Dream. Figured I might do a Siouxie level too, at some point down the line.

still through dude I would throw it in there just for the lulz of the Cure fans out there. xD

Ungreth
04-18-2009, 03:16 PM
Okay, most of the issues reported have been resolved now and the level is republished...

- temple boss takes more hits to defeat
- sconce fire is now firmly fixed so you can't shoot it off and avoid defeating the boss.
- clearer direction for water puzzle added
- new cameras added to first maze wheel, making drop point more visible
- cameras adjusted to make the jumps to ice cave and final love cat more visible
- toadstool springboard depowered to give just enough elevation to grab maze wheel
- save point added to tunnel entering lower mansion so you'll never need to do the second maze wheel twice.
- save point added to temple elevator, so can't get trapped with elevator in wrong place.
- poisonous gas placed beneath level exit point to prevent falling back to start of level


And no Lullaby yet, m3p...you'll have to wait for the next installment.

Ungreth
04-18-2009, 09:09 PM
^ actually, I changed my mind on that last point. A lullaby reference has now been added to the Upstairs Room section at the request of m3p :)

cornontheCOD
04-18-2009, 09:59 PM
I started playing this level, but I got stuck. On the star and moon part, it seemed unfairly difficult to jump from the moon to the next star. That fire thing kept popping up at the worst time. I tried so many times, but I couldn't make it.

What I saw, I liked though. It is disappointing to see a little thing like that get in the way of an extremely promising level. I want to play through it, but I just can't get past that moon :mad:

I just wanted to let you know that people might ragequit because of that part. I know I did.

Ungreth
04-18-2009, 10:46 PM
^ Disappointed to hear you quit after the first section. I didn't think it was that hard, but perhaps this is why the level has been tagged as tricky and frustrating by people today. To get past the face, it's a case of observing patterns and timing your jump, making sure you launch off at the very tip of the moon's crescent. Otherwise hang around in the moon for a while until you get the best opportunity, since the timing of the moon's movement and face's appearance aren't fully synchronised, so the face will appear at different points of the moons oscillation.

Try again anyway...it gets much easier after that, and I think you'll find it's worth your while.

m3p
04-18-2009, 11:22 PM
I started playing this level, but I got stuck. On the star and moon part, it seemed unfairly difficult to jump from the moon to the next star. That fire thing kept popping up at the worst time. I tried so many times, but I couldn't make it.

it wasn't that hard, he's right you just have to time it, and I've done it three times without dieing once. As soon as the moon turns just jump.

(^ actually, I changed my mind on that last point. A lullaby reference has now been added to the Upstairs Room section at the request of m3p)

^

YES ++++1 internets sir, going on now to check that out YES

mrsupercomputer
04-18-2009, 11:24 PM
Wow! Great first level! The nightmare them allowed you to do some crazy and freaking stuff. I loved it! I thought that all of your people and creatures were designed very well and you really nailed the dream like atmosphere.

The platforming elements were fun, although I did have a few instances where a confined space, or multiple layers close together made it difficult to jump to the area that I wanted. I felt that the puzzles were creative and I didn't have too much difficult figuring them all out, but I could see a couple people having trouble with the clam, simply because it's kind of hard to see through the glass.

The boss fight was rather simple, but hilarious! Great job on your first level!

Morgana25
04-19-2009, 06:37 AM
Played through it tonight and loved it. I'm not the biggest Cure fan but I do love some of their music. I know you said you're going through chronological but couldn't shake the optimism of seeing a candy stripped legged spider man... *sigh* Just my personal problem though - not the level's fault.

Your design style is fairly simple in some spots and wonderfully detailed in others. I especially liked the church setup you had and the freakshow. Thought the chair event was awesome too in the bedroom. (Don't want to give it all away.)

On the whole I liked that I didn't immediately know what do next in some areas. Made me slow down and think them through, which isn't a bad thing. Average player may not feel the same but if you're happy with it - I'd leave them as it. That said the one really pesky part was when you need to bomb the freak show. I figured out I had to do it to get across the fire so I chucked bombs in the rooms only to discover that 2 bananas were missing. Took a long time to bust up the area required to set off the switches. Not a major thing but I doubt most players will be that patient and will give up.

Right before the freak show it's a little vague to go up to throw the switch too. Not sure how I'd recommend making it more obvious but when the guy says you need to pay I started throwing decoration coins all over the place. Didn't occur to me you had one set up in the level somewhere. Might cut down on players frustration in that part too.

Even with the few issues I had - I love the level. Gave it 5 stars and hearted it. Thank You for sharing it!

Now make with the Lullaby level already....lol j/k.

Ungreth
04-19-2009, 09:57 AM
Thanks all, and I'll look up your own levels to play and feedback on later tonight.

Morgana25...if you play again, you'll find that I did put a Lullaby reference into the level (at m3p's request). Look in the upstairs room of the mansion section. As for bananas not appearing in the freakshow section, only a direct headshot will do the trick. You should know when your bomb hit the spot, from the sound of the crowd cheering, laughing, etc. Perhaps I should include clearer guidance on that point. (BTW: I think I might have played online with you last night...the sackgirl in your avi looks very familiar! Did you play with a sackboy who looks like Ric Flair? If so, that was me!)

Morgana25
04-19-2009, 07:25 PM
My actual sackgirl outfit is a lot different than my avatar here. Although I should try to get a photo of her for the forum. She's all in white with glowing eyes and the Kabuki headpiece as her hair all in white, wedding dress and white traines with the fairy wand and fairy wings (also white). Then I've got purple butttons on the dress and as a centerpiece on the headband, with a ruby pendant decoration. Sort of fits the username.

I'll check out the upstairs again to see if I can spot the reference :)

CCubbage
04-19-2009, 09:35 PM
I just played this - man, this level was fantastic. The dream sequence subject matter was right up my ally! Kind of reminds me of something Tim Shaeffer or American McGee would do.

I had to play it twice. The first time when I grabbed the cat and dragged it out of the cave, it broke and disappeared. So, you may want to figure out a way for the level to continue even if the cat disappears. If you can't figure something out here let me know and I can probably suggest a few things.

Ungreth
04-19-2009, 09:54 PM
Thanks CCubbage...perhaps I'll have that cat emitted, set to infinite max. number and lifetime, but with only one existing at a time. If it breaks then another should be created in it's place.

Morgana25, I'll keep an eye out for you online now I know your sackgirl's appearance. If you see either a Ric Flair lookalike or a bruja (gypsy witch) with white face, black robes and ragdoll mascot, that's most likely me.

Morgana25
04-19-2009, 10:30 PM
bruja (gypsy witch) with white face, black robes and ragdoll mascot, that's most likely me.

Bruja? - Ever play Vampire: the Masquerade? I used to play as a Bruja Clan. :)=

rtm223
04-20-2009, 01:01 PM
I saw exactly what you were mentioning with each part, which made it even more hilarious. But the overall best part had to be the end with the musical switch puzzle. That was overly epic in every way imaginable.

This level was undeniably a Cure fan's sweetest dream come true.

Something I thought I'd mention. I'm not a cure fan* and I didn't get any of the references. This didn't get in the way of the gameplay or my enjoyment. Quite a difficult thing to do well, so bravo on that too.

I'll have a go at the fixed version this evening.


*I have and like the hits CD, but that doesn't count.

Matt 82
04-20-2009, 04:05 PM
No idea what it was about as I have no Cure CDs or anything.

I loved the look though, even if I didn`t get the references.

What I will say though is that it`s very fiddly. Between the fire moon appearing at random and then even jumping from star to star is annoying. Getting into the next room with the cat had me cursing a few times as it seems that platforms above are placed specifically to get in your way which I found pretty frustrating but after a couple of attempts I was out.

The next bit with the sisters I have to admit had me ready to quit. Even though I`m standing on the sister with the sword she stands still I have to jump away from her and then change direction in mid air to get her to move. Again, it`s pretty frustrating when she`s all points and triangles making landing on her without falling off a chore.

After that it`s really good. I was impressed with everything. especially the boss. Thought that was great design and well worked. The house bit was very well done too.

The bit after went back to being fiddly though. There`s only one checkpoint in the lift, so being squished by the chair that flip you up or being caught by a plasma for jumping on the wrong note sends you all the way back. After I`d done it, there was no indication that the key was available so I kept jumping on notes only to get sent back to the lift.

Then the key itself was a pain to get into the slot properly.

All in all, it`s a good level (despite my moaning, though it did **** me off on a few occasions). It gets 5 stars and 'artistic' from me. My overall feeling from playing though was that so many things just took much longer to do than they should have. The challenge should be from working out the riddle or the puzzle, but then 90% of the effort went into trying to make the solution work because of fiddly jumps etc.

Anyway, well done on a great level.

Ungreth
04-20-2009, 04:27 PM
rtm223 - the songs that are referenced appear in the level mostly in chronological order (as per The Cure's career history), with a couple of exceptions...

Section 1
* Jumping Someone Else's Train
* Fire In Cairo

Section 2
* A Forest
* At Night
* M
* All Cats Are Grey

Section 3
* The Drowning Man

Section 4
* Three Imaginary Boys
* The Hanging Garden
* Siamese Twins

Section 5
* The Dream
* Let's Go To Bed
* The Upstairs Room
* The Lovecats
* Lullaby (added by request)

Section 6
* Wailing Wall
* Shake Dog Shake
* Birdmad Girl
* The Top
* Piggy In The Mirror
* The Caterpillar
* Bananafishbones

Section 8
* The Baby Screams
* A Night Like This
* The Blood
* Kyoto Song (this is the tune played on completing the music puzzle)
* Push
* Screw

I went with inspirational song titles as opposed to personal faves or widely popular songs. I have a tiny bit of termo left if anyone has requests for songs which they'd like me to throw a subtle reference in, but a second installment will follow soon, taking inspiration from later albums by the band.

Ungreth
04-20-2009, 05:07 PM
Matt82 - thanks for playing and leaving feedback

* The forest jumps are a problem for a lot of folk and I think many are quitting here. Shame, since I find those jumps quite easy as long as you stop to time your jump past the face, then handle the analogue with a gentle touch for hopping the tips of the stars. I actually made this section a bit easier a couple of nights ago too, gaving an extra second between the appearances of the face and shortening the distance to the next star. You can't really die here either, since you'd normally only get a "butt sizzle" from the face if you touched it.

* The mother can be ridden along by running up her shoulder, grabbing the corner of her head and pushing in the direction you want her to move. You can also run up her shoulder, hop on her head and do a long leap to the twins if you're quick.

* The indication that you solved the music puzzle is aural rather than visual. Listen and you'll hear an eerie sound, accompanied by the Kyoto Song playing through. Perhaps I'll include a visual indicator for those with their sound turned down.

* That screw...personally I love grappling with that thing. It's a grim determination to get it in, but satisfying once you do. I don't want to change this as it's a novel gameplay element that you don't often find in other levels, but I guess people reach this bit and quickly get frustrated. This is meant to be a final obstacle though and there is a definite strategy to getting it in if you take your time and experiment.

Matt 82
04-20-2009, 05:22 PM
Matt82 - thanks for playing and leaving feedback

* The forest jumps are a problem for a lot of folk and I think many are quitting here. Shame, since I find those jumps quite easy as long as you stop to time your jump past the face, then handle the analogue with a gentle touch for hopping the tips of the stars. I actually made this section a bit easier a couple of nights ago too, gaving an extra second between the appearances of the face and shortening the distance to the next star. You can't really die here either, since you'd normally only get a "butt sizzle" from the face if you touched it.
- Was definitely easier today. My problem when I played the first time was that I tried to grab it a few times as I guessed I was to swing on that too. Whatever changes you made worked as I did it second time (fire face got me on the 1st)


* The mother can be ridden along by running up her shoulder, grabbing the corner of her head and pushing in the direction you want her to move. You can also run up her shoulder, hop on her head and do a long leap to the twins if you're quick.
- See the grabbing her head at the corner thing is something you`d know but players won`t. Maybe players will work it out by accident but I don`t think it`s a good idea to hope players get lucky.

* The indication that you solved the music puzzle is aural rather than visual. Listen and you'll hear an eerie sound, accompanied by the Kyoto Song playing through. Perhaps I'll include a visual indicator for those with their sound turned down.
- I heard the Kyoto song playing, but didn`t realise that that translated as 'that thing downstairs has been unlocked so you can get into it now'. I only got that when I died again and came back into the room and noticed the back was missing off it. Maybe a small cutscene showing the door vanishing?

* That screw...personally I love grappling with that thing. It's a grim determination to get it in, but satisfying once you do. I don't want to change this as it's a novel gameplay element that you don't often find in other levels, but I guess people reach this bit and quickly get frustrated. This is meant to be a final obstacle though and there is a definite strategy to getting it in if you take your time and experiment.
- If you like the screw then keep it the way it is. It`s your level and while other will have opinions on it, ultimately it`s your opinion that matters most. Personally I wasn`t even sure if it was meant to go in the slot as it was so awkward, but hey I got there in the end. Just gave me gray hair doing it! ;)

Ungreth
04-20-2009, 05:34 PM
Hmm... I'll see what I can do with the mother and twins to make this bit feel more natural and responsive. Your right on this point... I know to grab the head, but it might be a bit obscure for others to figure out. People don't like trial and error on the whole.

I'll also add some visual indicator to the music section to prompt you to go back down once all the buttons have been pressed. I'm puzzled though...when you returned to the chapel after dying, you said that you just happened to notice the back was missing off the lectern. Did the Chinaman not appear to tell you so? If not then something's glitched, because that's what he's meant to do.

CCubbage
04-20-2009, 05:54 PM
Mother and twins - I think at least part of the problem here is the radius to follow on the mother may need to be a TAD bigger so that if you stand on the front of the hat without grabbing it will still follow. I had a hard time getting the mother to move while standing on the hat.

For me, yes the chinaman did appear pointing, but I still didn't see the back missing off the lectern. It took me a bit to figure out what to do. Maybe a light shining onto the back of the lectern when the back is missing (this might even work well - a light shining on it kind of adds a "spiritual" cue.)

By the way, awesome level. I played this yesterday and thought it was fantastic.

Ungreth
04-20-2009, 06:07 PM
Mother and twins - I think at least part of the problem here is the radius to follow on the mother may need to be a TAD bigger so that if you stand on the front of the hat without grabbing it will still follow. I had a hard time getting the mother to move while standing on the hat.

For me, yes the chinaman did appear pointing, but I still didn't see the back missing off the lectern. It took me a bit to figure out what to do. Maybe a light shining onto the back of the lectern when the back is missing (this might even work well - a light shining on it kind of adds a "spiritual" cue.)

By the way, awesome level. I played this yesterday and thought it was fantastic.

Fantastic idea! I'll do it, and post back here once ready and republished...

Matt 82
04-20-2009, 06:08 PM
Nah the Chinaman didn`t appear for me. Probably a LBP glitch that occurs every now and then. CCubbage`s idea about the light is a good one.

Ungreth
04-21-2009, 06:27 AM
Okay, I've taken CCubbage's suggestion and included a shaft of light as an indicator that the music puzzle is complete. Looks really good, so big thanks there CCubbage!

The mother of the twins in the Hanging Garden has been completely remodelled from scratch. She now carries two blades instead of one, making her more deadly, but she's also far more intuitive and responsive to manoeuvre once you're on top of her. I think this section plays much better now, if anyone would like to play again and test it out for me.

Thanks to all for the valuable feedback.

(I'd love to know which little bar steward tagged my level as "rubbish" and "boring" though!) :grr:

CCubbage
04-21-2009, 12:04 PM
I will definately check out this level again tonight. By the way.... on my Tiger Woods Mini Golf level it had "rubbish" and "boring" up until the time it took off. I think some kiddies feel empowered to be negative when they aren't very good at a level - as proven by either the march or april issue of playstation magazine where they sat down and played with one of them.


Edit: Went home and played this, and the areas you fixed are much better. The light shining down and the camera angle definately fixed the key thing, and the mother of the twins area was far less frustrating.

dobi6
04-21-2009, 07:08 PM
Ok... Got my heart... I am a big Cure fan...

As for my comments...

After the water section, I thought the death was cheap. You can't see that the spot you are jumping to falls short easily, as it is behind a cloud.

And at the sleeping guy, getting back down to the bookshelves is a pain to be able to drop down. Your sack wants to go forward rather than down.

Other than that, I thought the puzzles were great, but I thought the ambiance was a little light. Maybe consider varying the color options to make it a bit more moody, and Cure-like... And I also thought that it was frequently very quiet.

Ungreth
04-21-2009, 07:49 PM
dobi6...

After the water section, I thought the death was cheap. You can't see that the spot you are jumping to falls short easily, as it is behind a cloud.

There's a rope swing to get over the gap, so you're not supposed to try and jump it. Someone else said they didn't figure the dangling flower was a swingable object, so perhaps I need to make that clearer.

And at the sleeping guy, getting back down to the bookshelves is a pain to be able to drop down. Your sack wants to go forward rather than down.

That's a common problem I've noticed in many levels, and much to do with the limitations of the 7-layer system I suspect. It's a similar problem dropping back down the hole after the music puzzle, but at least you can grab the winch to lower you through it in that instance. Any suggestions to get around this issue?

Other than that, I thought the puzzles were great, but I thought the ambiance was a little light. Maybe consider varying the color options to make it a bit more moody, and Cure-like... And I also thought that it was frequently very quiet.

I'll experiment with the palette and see what I can do about the ambiance. There's three different pieces of music playing all through the level and I've used tons of sound objects, so I'm not sure why you feel it's too quiet.

Thanks for playing and leaving feedback anyway. I'll look at those couple of issues and also try to find time to play one of your own levels later.

dobi6
04-21-2009, 08:12 PM
That's a common problem I've noticed in many levels, and much to do with the limitations of the 7-layer system I suspect. It's a similar problem dropping back down the hole after the music puzzle, but at least you can grab the winch to lower you through it in that instance. Any suggestions to get around this issue?


The only ways I can think to do it would be to have a way to drop down in the front layer... Putting it in a back layer makes it harder... Either that, or have a directional winch that lowers when you jump up and grab it - like the chandelier, but in reverse.



I'll experiment with the palette and see what I can do about the ambiance. There's three different pieces of music playing all through the level and I've used tons of sound objects, so I'm not sure why you feel it's too quiet.

You are right... There is a lot of sound in many places... And I really liked the puzzle at the end that was a sound puzzle...

My issue is that there were several places (like the carnival area) where the music just stopped, and I was left playing in silence... - the Jetpack/bomb area comes to mind.

Ungreth
04-21-2009, 11:19 PM
My issue is that there were several places (like the carnival area) where the music just stopped, and I was left playing in silence... - the Jetpack/bomb area comes to mind.

^ must be a glitch since there's a new tune that normally starts up once you enter the freak show.

I'm busy working on the palette as you suggested right now, so I'll post back once the new version has been published.

Matt 82
04-21-2009, 11:43 PM
I noticed the same thing about it being quiet during the bombing. Maybe we bombed the music player?

Ungreth
04-22-2009, 12:30 AM
^ is that possible? It's at the front layer below floor level.

Anyway, I've made several changes in the last hour and republished. Most changes are minor changes to aid flow, but I've also changed the colour saturation to something a bit darker and moodier.

dobi6
04-22-2009, 01:13 AM
Then I will definately play it again. Probably get to it tomorrow during the day.

Ungreth
04-24-2009, 01:00 PM
Fans of The Cure might be interested to know that production has started on Gothic Reverie 2, taking 1988 album Kiss Me Kiss Me Kiss Me as it's starting point. If I get more feedback on the first installment though, I'm always happy to return to it and make any positive changes suggested, so keep it coming...

Also, I'm curious to know...has anyone found the Lullaby easteregg hidden in the level?

(clue: check the upstairs room)

m3p
04-25-2009, 02:28 AM
Also, I'm curious to know...has anyone found the Lullaby easteregg hidden in the level?

i saw it lolz, I thought i told you

Ungreth
04-25-2009, 11:37 AM
i saw it lolz, I thought i told you

I think I sent you a PM letting you know it was there, but never heard back from you. Did you actually see it, or did you only see it's shadow?

Pitcard
04-25-2009, 03:40 PM
A dive into the mind of Robert Smith?? Yes please!

I'll play this next time I boot up lbp.

Zwollie
05-02-2009, 03:13 AM
Congratulations on the spotlight!!

Morgana25
05-02-2009, 04:16 AM
Did you actually see it, or did you only see it's shadow?

I saw it softly through the shadow of the evening sun :)

Congrats on the Spotlight too!

Ungreth
05-05-2009, 12:17 PM
^ Thanks y'all! I've just checked out the Spotlight and I must say, it really warms my heart to know that people enjoyed Gothic Reverie so much.

Production on GR2 is well underway, for those who are interested. The spiderman is always hungry! :eek: