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Project_MK
12-21-2009, 02:42 AM
Simply post the name of your level and your PSN. I'll have your review up within the week.

AS OF 12 DECEMBER 2009, 4:00 PM CENTRAL TIME, THIS THREAD IS CLOSED TO REVIEWS. SO DON'T REQUEST ANY! IF YOU DO, YOU WILL BE IGNORED!

bonner123
12-21-2009, 03:07 AM
Could you please review my level A Land of Apparent Virtue by bonner123? Thanks in advance.

nightwing
12-21-2009, 08:42 PM
Hello there !

I'd love to get a review for my level:

sol invictus: search for the fountain of youth
psn id: freddykrugerfred

it's the first part in a 2 parts series and features the beginning of the adventure where you go looking for the mystical fountain of youth.

Most comments so far: FUN

So, I hope this will persuade you to give it a try :)

Fertile Decline
12-21-2009, 10:34 PM
The level is called Interloper and my PSN is FertileDecline. Thanks :) do you have any levels you want me to review?

Project_MK
12-22-2009, 02:06 AM
A Land of Apparent Virtue - bonner123
This level certainly is interesting. It's unique challenges and intriguing level design certainly make for a nice play. However, some things in this level just... Don't make sense. Of course, I'm not holding that against you; you have every right to blurt out gibberish! (no offense)
At the beginning of the level, the first thing I noticed were the trees. They reminded me of the mushroom stalks in Mario, but the metal bark kind of threw me off. It's an interesting design that adds to the atmosphere, just like the rest of the material choices you made. It's a very colorful level, and I enjoyed that. I'll say that your use of the 50 layer glitch was kind of oddly spaced. You may want to go back and place that everywhere, not The music choice was also complementing, though in the cloud region it got pretty boring pretty fast. Maybe you could add the percussion line around the three rotating cylinders?
Later on, the race got pretty intense. I didn't do so well against the clock because I was spending time admiring the atmosphere. At the end of the level, the whole thing kind of gets weird... Who is this "teleport fairy" and why is it a latex-clad, heart-shaped head that has laser vision? (I'm not saying that's not awesome. It is. I'm just saying that you probably should have introduced the teleport fairy earlier on in the level, that way you'd know just what the heck it is.)

Overall ratings:
Graphics - 8/10 - Interesting style, really reminded me of the story levels.
Gamepaly - 9/10 - Fantastic challenges and unique jetpack jumps make this level stand out.
Replay - 3/10 - Once you finish this level, there's really no need to go back, not to mention that the fun of this level is figuring out just what the heck to do.
All in All - :star::star::star::star: and a heart from me. Good job on this level, and I look forward to playing more of your stuff.

bonner123
12-22-2009, 02:19 AM
Thanks for the review. The 3D was really a last minute addition. The sky part was supposed to be more relaxing than the rest. I'm glad you liked the level. If you could, can you review another level of mine named Dreamscape? Thanks in advance.

Project_MK
12-22-2009, 02:36 AM
Sol Invictus: Search for the Fountain of Youth - freddykrugerfred
New Format - I MAY go back and re-do A Land of Apparent Virtue. Maybe.

Graphics - This level is messy. There's obviously no use of the grid or corner editing tool, making it sort of hard to traverse. But you attempted a nice style, and I appreciate that, so I'll give you some credit there.
Gameplay - Well, I can't say there's anything new or exciting about this level. The challenges are the classic, easy-to-make kind and get stale quickly. There isn't too much that's hard, but nothing's really easy either.
Story - What can I say? It's simple, but imaginative. It involves the classic fountain of youth, but incorporates some tentacle thing that I can't remember the name of. I believe this has potential, but the creator needs to practice a bit more before he can accomplish such a feat.
Replay - This is another one of those levels that you just don't replay. There's nothing new to discover.
Tips/Other Comments - In the area with the statue whom's hands turn, I think it's a bit too hard to swing on the poles. You may want to set it where the block you have to put on the button has a magnetic key on it, and that magnetic key activates a permanent switch. Meanwhile, the blocks, resting on dissolve, drop, on a string, to the required position, making it easier to swing.
With the rotating blocks controlled by three-way switches, you may want to set the output to direction, not on/off. An indication of whether or not each part of the pattern is correct would be nice, too.


OVERALL RANKINGS
Graphics - 4/10 - I can tell the author was going for an ancient, broken temple type look, but without the loving touch of the grid and the all important corner editor, it just doesn't work out.
Gameplay - 4/10 - There's nothing new or exciting about this level. It's an example of classic traps and hazards. There are the occasional puzzle, but they're not really that innovative.
Story - 5/10 - Not much story is implemented in this level, which is fine. But at least it has one, and at least there are tentacles.
Replay - 2/10 - I wouldn't come back and replay this level once I've finished it. There's nothing to rediscover and no real secrets to find.
OVERALL SCORE - :star::star::star: and no heart from me. It's a mediocre level, but if you learn to use the grid and corner editor, it'd run much smoother.

(keep in mind I'm trying to be nice about it, but keep my opinion in tact at the same time. I'm sorry if I offended you, but it's constructive criticism and you'll need to accept it if you want to get better.)

Project_MK
12-22-2009, 03:11 AM
Interloper - FertileDecline
Grapics - I can tell right from the get-go that this level is going to be host to some pretty sweet graphics. If anything, these could only be improved by increasing the skill of the artist. And, to be fair, that's saying quite a bit for me. Perhaps, however, you used too many strange edges on the mountains of the alien planet. It looks kind of random and jagged, but not the way a real mountain, or for that matter, a real war-infested mountain would look like. Later on, I love the design of the king. He just looks so insane, and it's wonderful.
Gameplay - THAT FRIGGIN BRIDGE GRRRRFGHGH -- I must've died five times at that bridge at the beginning. Could you PLEASE make it to where 1. You can see yourself behind that rock and 2. You can't fall through that easily? It'd be much appreciated. The enemy designs are simple, and that kind of takes some charm away from the level. It's good to have simple things, but this level is obviously intended to be a big, epic thing, and big, epic things aren't that simple. Later on, the village is really fun. The only thing I don't like about it is that it's kind of hard to get in the vents.
Story - You've got some story-making talent, my boy. The idea of a necrosis-causing virus brought on by a terrible race of sackpeople is ingenious, and the way you executed it is also fantastic.
Replay - I'd play this over and over just to see that king. That guy's just freaking awesome. Not to mention you've got the potential to make a really, really awesome level series!
Tips/Other Comments - The cutscene at the beginning of the level could run a lot smoother. I'm not sure what the mechanics behind the thing are, but right now it seems pretty jittery.

OVERALL SCORES
Graphics - 9/10 - There are a few rough spots in the environment, but overall it's got a unique and devilishly charming vibe to it.
Gameplay - 8/10 - This level has many challenges that are fun to complete, but some of them can be a hassle and there's nothing incredibly groundbreaking here.
Replay - 6/10 - A good level to come back to for inspiration. And that king. God, I love that guy!
OVERALL SCORE - :star::star::star::star: and a heart from me. Keep in coming, I'm looking forward to more adventures in this universe!

EDIT: (In response to your question, I'd like you to take a look at my Gingerbread Sack level. Currently it's locked, but I'll give you the code for the key via PM)

Jman22597
12-22-2009, 03:46 AM
Could you review my level " The christmas level" by moneyshotyou?

Fertile Decline
12-22-2009, 04:11 AM
Thanks Project_MK that was very helpful. I'm intending to do a lot of planning out for the next installment with bosses and enemies and such so hopefully it will be more refined. Hopefully the thermo will allow me to go back and fix those things you pointed out. The intro was a huge headache and that was the best I could do at the time but I really would like it to run a little smoother. The trick is when it's stalling to move around that usually gets it running again, perhaps I should add a note in the beginning.

BTW theres a 5 part series that takes place before this level. The intro was a run down of pretty much the whole plot of the first series. You don't have to play it but since you said you wanted to see more of the universe you could check it out.

So I'll review yours and fix mine. Awesome.

nightwing
12-22-2009, 07:16 AM
Sol Invictus: Search for the Fountain of Youth - freddykrugerfred
New Format - I MAY go back and re-do A Land of Apparent Virtue. Maybe.

Graphics - This level is messy. There's obviously no use of the grid or corner editing tool, making it sort of hard to traverse. But you attempted a nice style, and I appreciate that, so I'll give you some credit there.
Gameplay - Well, I can't say there's anything new or exciting about this level. The challenges are the classic, easy-to-make kind and get stale quickly. There isn't too much that's hard, but nothing's really easy either.
Story - What can I say? It's simple, but imaginative. It involves the classic fountain of youth, but incorporates some tentacle thing that I can't remember the name of. I believe this has potential, but the creator needs to practice a bit more before he can accomplish such a feat.
Replay - This is another one of those levels that you just don't replay. There's nothing new to discover.
Tips/Other Comments - In the area with the statue whom's hands turn, I think it's a bit too hard to swing on the poles. You may want to set it where the block you have to put on the button has a magnetic key on it, and that magnetic key activates a permanent switch. Meanwhile, the blocks, resting on dissolve, drop, on a string, to the required position, making it easier to swing.
With the rotating blocks controlled by three-way switches, you may want to set the output to direction, not on/off. An indication of whether or not each part of the pattern is correct would be nice, too.


OVERALL RANKINGS
Graphics - 4/10 - I can tell the author was going for an ancient, broken temple type look, but without the loving touch of the grid and the all important corner editor, it just doesn't work out.
Gameplay - 4/10 - There's nothing new or exciting about this level. It's an example of classic traps and hazards. There are the occasional puzzle, but they're not really that innovative.
Story - 5/10 - Not much story is implemented in this level, which is fine. But at least it has one, and at least there are tentacles.
Replay - 2/10 - I wouldn't come back and replay this level once I've finished it. There's nothing to rediscover and no real secrets to find.
OVERALL SCORE - :star::star::star: and no heart from me. It's a mediocre level, but if you learn to use the grid and corner editor, it'd run much smoother.

(keep in mind I'm trying to be nice about it, but keep my opinion in tact at the same time. I'm sorry if I offended you, but it's constructive criticism and you'll need to accept it if you want to get better.)

Thanks for the review my friend ! I appreciate your honesty. I did try my best but it seems I'm just not that talented at creating levels :-(

Luos_83
12-22-2009, 09:57 AM
Sack, the legendary - Level 1 of 13 ( http://www.lbpcentral.com/forums/showthread.php?t=19564 )
Sack, The legendary - Level 2 of 13 ( http://www.lbpcentral.com/forums/showthread.php?p=351782 (http://www.lbpcentral.com/forums/showthread.php?p=351782#post351782) )
PSN: Luos_Desruc

What more do I need to say?
Besides: BIG thanks in advance! and a long manly hug!

The Gentleman
12-23-2009, 08:30 AM
Warhammer 40k guardsman: pt1 Landing on Voltran:
http://www.lbpcentral.com/forums/showthread.php?t=18960

Warhammer 40k guardsman: pt2 Tortured Depths:
http://www.lbpcentral.com/forums/showthread.php?t=19928

Any comments will be taken into consideration when I make my future projects. My greatest appreciation in advance!!! :D

Project_MK
12-24-2009, 12:20 AM
The Christmas Level - moneyshotyou

Graphics I have no idea what's going on here. Things are messy and weird, but at the same time it seems the author didn't put much time into the design of the environment and characters. There's no use of the grid or corner editor. The only things I can honestly say I like about this level's visuals are the designs of the snowmen and what I'm assuming is the easter bunny.
Gameplay This area also needs quite a bit of work. First off, it'd be much easier to do ANYTHING with the grid, so I suggest digging around the start menu for that. As for what you have, it's nothing special. One thing that really bothered me throughout the level, though... Why did you emit everything? there's no need to emit that much, anyways. Besides, emitters take up loads of thermo. Your MGS-copy-and-paste enemies didn't work out too well, I shot the ceiling and all the ceiling torrents rendered themselves useless, and the the bunny boss was clunky and easy to kill.
Story Fairly simple. It's Christmas time and there are no presents in this child's house. He gets flustered and goes to the North Pole to see Santa. Not bad, but could've been executed a lot better.
Replay Again, a level I wouldn't replay. It's just not worth it.
Tips/ Other Comments USE THE GRID,
USE THE GRID,
USE THE GRID,
don't emit so much,
and spend more time making your levels. Be a perfectionist.

OVERALL RANKINGS
Graphics - 2/10- Spend more time sprucing up your level's graphics. It can make a world of difference.
Gameplay - 3/10 - I can tell you tried, but really, it doesn't work. Using the grid would help this field immensely.
Story - 6/10 - Pretty original, if this level pulled it off, it could've been a classic.
Replay - 1/10 - No reason to replay this level.
OVERALL SCORE - :star::star: and no heart from me. If you want my advice, correct your grammar and concentrate more on the small things in your level.

(as I said in my review of Sol Invictus, "keep in mind I'm trying to be nice about it, but keep my opinion in tact at the same time. I'm sorry if I offended you, but it's constructive criticism and you'll need to accept it if you want to get better.")

Project_MK
12-24-2009, 01:02 AM
Dreamscape - bonner123

Graphics - As per usual with bonner123, there's a unique and charming visual style greeting and pleasantly surprising anyone who bothers to play his levels. The simplistic yet detailed environment and characters add to the whimsical and fun feeling that this level tries (and succeeds) to display.
Gameplay - Nothing new in this level, but there's definitely nothing bland! This level is fairly easy, comprising mostly of jumping over spikes and swinging on cylinders, but it's fun where it really counts.
Story - You need to know two facts before you play this level: 1. You've somehow managed to arrive in a place called Dreamscape. 2. The bad guy, named Nightmare, probably isn't going to show up.
Replay - I've no reason to replay this. There aren't any secrets.
Tips/Other Comments (none)

OVERALL RANKINGS
Graphics - 8/10 - It's a wonderful, fun theme, but I feel you could've spiced it up a bit more.
Gameplay - 7/10 - There's no bland part, but there's nothing really special about this level.
Story - 8/10 - In such a cute level, there's really no need for a complex storyline.
Replay - 3/10 - No need to replay this level.
OVERALL SCORE - :star::star::star::star: and no heart from me.

Noroibito
12-24-2009, 02:02 PM
Can you please review my level SIREN: The Lost World [Episode 3-Holes] (http://www.lbpcentral.com/forums/showthread.php?t=18012) By Exalted_Yawn?

Thanks in Advance and Hope you enjoy! :]

Project_MK
12-26-2009, 12:38 AM
Sack, the Legendary - Part 1 and 2 - Luos_Desruc
(Due to the first level being incredibly short, I decided to put both of these in one review.)

Graphics - Wow. Tons and tons of detail obviously went into this level. I could tell right from the start that a beautiful oasis of colorful and scenic environment awaited me. the sheer amount of stickers used to change and bend the environment is uncountable, and it all comes together in a wonderful mishmash of serene and harsh beauty.
Gameplay - This series' gameplay mechanisms don't seem to be too complex. The most used plot device, by far, is the door-and-switch. Three in two levels, a little bit too much, don't you think? However, the door-and-switch is played wonderfully, making you backtrack through the level and solve new puzzles.
Story - This level follows a comedic and epic storyline revolving around a fire ant named Amber and a sackboy who happened to fall on Amber's back one day. As you trek around the caves, Amber speaks non-stop. He's been stranded in a cave for two weeks, and the only way for you to get out of the cave is with Amber. Soon, after being separated from Amber by a falling rock and trekking through the forest a little, you stumble across a very large, very repulsive spider (whom likes to shout "omnomnomnom nom"). He asks you some questions, but is elusive whenever you ask any. Later, you meet with Sacklespitle (or something) again, and he leads you to the Land of Filth.
Replay - There's not much in the way of secrets, but this level most indefinitely deserves a replay every once in a while.
Tips/Other comments
When I first played Part 1, I didn't fall on Amber's back, so when he left I couldn't keep up. You may want to make that impossible.
I love the music selection in this series. There are only three tunes, but you bend them so well it sounds like there's twenty.

OVERALL RANKINGS
Graphics - 10/10 - A visual masterpiece. There's nothing else to say. It just blows you away.
Gameplay - 9/10 - Door-and-switch mechanism is used fairly often and occasionally the level design can get a bit tedious, but the rest of it is amazing.
Story - 10/10 - One of the most abstract and detailed stories I've ever seen incorporated into a LBP level series.
Replay - 9/10 - There's a few secrets if you want to go for that high score, but not many, and there's so much to discover and observe in this level... It's one of the levels that you look towards for inspiration.
OVERALL SCORE :star: :star: :star: :star: :star: and a heart from me on both levels. There's just nothing better than an innovative and beautiful level to inspire and awe you.

scrumtrelescent7
12-26-2009, 08:17 AM
Would you be able to do a review of The Gauntlet! by scrumtrelescent7?
Thanks a lot.

Fertile Decline
12-26-2009, 11:39 PM
I played your Gingerbread Sack level and here is my review. First off I got a good first impression of the level from the customized sticker you made for the level icon. It looked very professional and made me want to play the level.

The intro did me in right away. I loved the first scene it was so awesome and polished and I really liked the story overall. The use of the PotC music was very cool too. I think maybe the 2nd to 4th scenes need a little polishing if there is any room on the thermo for that. Maybe use different stickers for coloring in the sackboy, like a cloth sticker or something to give an extra illusion of depth.

I really liked the camera angles in the first room and the tunnel race was really awesome maybe the ants could be a little more polished though? The cut scene after the tunnel was wonderful though. I liked how you made the illusion that your character was emerging from the ant hill and then when you take control again you appear where the cutscene left off. I thought that was done very professionally.

After that part I had a little trouble I couldn't figure out what to do in the fire part. I got the red switch pushed and then went as far right as I could but there seemed to be no where else to go. I tried everything but couldn't figure it out. I died and replayed the level 3 times trying to figure out what to do but I couldn't so I had to quit.

Overall the level was extremely polished but needs to be a little more deliberate on what to do next around the fire tower section. Also a little polish in some areas. I give this level a :star::star::star::star: rating as of now.

Luos_83
12-27-2009, 10:14 AM
wow that is an amazing review Project_MK (http://www.lbpcentral.com/forums/member.php?u=4725) :)
I really appreciate the efford and time you have put into it.

so a big thank you and a big hug!

*does a little dance*

Project_MK
12-27-2009, 08:50 PM
Warhammer 40K guardsman: pt. 1 Landing on Voltran and Warhammer 40K guardsman: pt. 2 Tortured Depths - michealhoar
(You're lucky I'm doing this review - you didn't post your PSN! Also - another change in review design, this time in accordance with LBL's level reviews... But without the pics!)


Pt. 1: Landing on Voltran

I have to admit - LBP levels based on other videogames are generally terrible, often with little to no effort put into them. This level is almost like those, but I can tell the author wanted to do something creative and fun. However, this level, faced with the problems easily countered and dialog that sounds smart but doesn't mean anything, fails to deliver. Why? Let's delve in and find out...

Gameplay - Well, I can't honestly say I enjoyed this level all that much. The entire level seems to be cramped into as small a space as possible, allowing very little in the ways of puzzles and other creative enterprises. There are the occasional puzzling parts, but this mostly has to do with a frustrating lack of polishing. Did I mention that when I first played the level, when the ship crashed, I got launched more than halfway through the level? Yeah, you may want to fix that. Throughout this cramped, bomb-infested war time wonderland, you'll find... not much really. Metal, bombs, plasma, and bombs. There is the controller-throwingly hard conveyor belt, though. I guess it's a bit better than the onslaught of plasma bullets, though. Oh, and here's something that really, really aggravates me: you used Mm objects. Those objects should really only be used as examples; if you really want to use them than I suggest making it yourself to see how it works and to better your creating skills.
Scenery - This level really falls apart at the seams here. There's no polish to this level. It's just a couple of materials used to create the paths you walk on and the background. It's nothing that interesting, really. However, there is a really neat part about 3/4 of the way through the level -- the place where the bombs are falling on the city. It really doesn't make much sense (why aren't they exploding?), but it looks cool. As I mentioned earlier, this level is cramped. Too cramped. I can acknowledge that trenches were small and stuff, but why does the rest of this level have to be cramped?
Story - It's a war, and you're the only one left in your squadron. That's all I got from the strange, large-vocabulary dialog in this level.
Level Design - Cramped. I know I keep repeating that, but the issue spreads into so many fields it's not funny. There's also little to go on in this level. It's rather straight-forward, though occasionally you'll delve upwards. The only interesting thing in this level is the conveyor belt, in my opinion.
Originality - This level was based after another video game AND used Mm objects. This really won't rank high.

OVERALL RANKINGS
Gameplay - 3/10
Scenery - 2/10
Story - 4/10
Level Design - 3/10
Originality - 2/10
OVERALL SCORE - :star::star: and no heart from me; tagged "perilous."


Pt. 2: Tortured Depths

This level is, quite frankly, extremely short. And yet it manages to be worlds better than it's predecessor. The puzzles are actually there, and it's a whole world cleaner than the prequel.

Gameplay - There's not much in this level, seeing as it's so short, but from what there, we can really tell that the author has improved miles in his creating skills. There were some unique challenges (like the rotating blocks that would guide the bubbles into the center block - I really liked that, though you should set the two-way switches to direction instead of off/on) and hard to find prizes. (the one when you were falling could probably have gone without -- it's really hard to get that one)
Scenery - This is where the original just falls apart. The detail in this level is much more focused on than in the first part, and did I mention it's not as cramped? There were some spots that could use touching up, though, like the spinning block puzzle. I don't know what material those lines were made of, but it looked pretty ugly. The thing I hate about this level's scenery, though, is that it's so dark. You can't see anything, really!
Story - Pretty much the same, though now you're stuck in some underground... Thing. Apparently there ARE members of your squad left, though, and you're meeting them at an abandoned tram station.
Level Design - It's almost linear, except there's the occasional place where you'll fall and change direction. Of course, with the secrets there are multiple paths, but they don't last that long. One con about this whole level, though, is that there are WAY too many bubbles -- you get eleventy-bagillion for doing the simplest task!
Originality - Again, this level is based on a videogame, so there's not much originality in the storyline. However, the level itself is pretty nice, with a few original touches here there.

OVERALL RANKINGS
Gameplay - 5/10
Scenery - 4/10
Story - 4/10
Level Design - 5/10
Originality - 3/10
OVERALL SCORE :star::star::star: and no heart from me; tagged "points-fest."

Yarbone
12-27-2009, 11:41 PM
oh... hmmm. Ok this level of mine is not really new, but i would like you to make an awesome review, explaining clearly why you think it's awesome/awefull :D

Level: Solidplace - SE
PSN: Mr_Spooneylegs

i've heard good things about it ;)

Project_MK
12-27-2009, 11:53 PM
Siren - The Lost World: Episode 3: Holes - exalted_yawn

Wow. This is by far one of the most interesting and scary LittleBigPlanet levels I have played to date. The level follows a multi-mission approach, the first mission to get to the surface, the second to find the "ancient power." I won't spoil it for you, but this level is full of creepy stuff!

Gameplay - This level follows a story-driven, puzzle-thriller-like gameplay style, unique to this series. It's sort of like Resident Evil, but without the zombies and guns. The level revolves around finding objects and going back to where the item affects whatever it is it affects, and this style of gameplay is perhaps the least used in any form, ever. The sad thing is, levels and games like these aren't too popular (excluding Resident Evil). ...And that's really all there is to the level. Finding objects and finding what they affect. However, it is extremely well made, with things to get in your way and things to scare the living hell out of you, not to mention a second storyline to go back and play through once you've beaten the level. I forgot to mention, there are three "difficulties" to choose from in both versions of the level. They mostly deal with how many hints you get.
Scenery - This level is beautiful. The environment is scenic and realistic, and the character designs are outstanding (even though they last only a few seconds). The scenery definitely adds to the charm of this level, though it isn't what drives it. What caught my attention about this level, mostly, was the lack of music. This struck me as odd, though as I got farther into the level, I noticed that the sound effects were really adding to the suspense and the all-around environment of the level. They kind of creep you out, too.
Story - It's the story that drives this level. Even if you don't know much about the storyline at all, you can get a good grasp of just what's going on simply by taking the time to read the speech bubbles. You're in an abandoned mine, which seems to be haunted. In the first storyline, you could care less as you simply attempt to make your way to the surface and get the hell out of this place. In the second, you get intrigued with the force behind all the ghouls and manage to find an "ancient power."
Level Design - This level's design is absolutely magnificent. The detail put into every angle is amazing, and the non-linear-ness of it is equally good. From the falling floor in the beginning to the elevators to the rooftop, the whole level is nothing but a museum of how levels should be made.
Originality - If there's anything in this level that has been done before, tell me, because I can't find one. (That is, excluding the poltergeist)

OVERALL RANKING
Gameplay - 10/10
Scenery - 9/10
Story - 10/10
Level Design- 10/10
Originality - 10/10
OVERALL SCORE :star::star::star::star::star: and a heart from me, tagged "Brilliant."

Mangarocks14
12-28-2009, 06:55 AM
Can you plz review my lvl "Tower Survival Challenge" (1-4 Players) psn:Mangarocks14

Just search for my psn lol to long of a title:p

thnx in advance:)

Project_MK
12-28-2009, 08:59 PM
Okay, due to my recent acceptance as a part-time reviewer for LittleBigLand, I'm afraid that I won't be taking any more reviews! So, Mangarocks, you're the lucky final contestant!

Mangarocks14
12-28-2009, 11:12 PM
yay im so excited i really worked hard on it :p

Mnniska
01-04-2010, 12:20 AM
I would love some honest feedback on my level!

I need to know if It's a 4 starer or a 5 starer xD

PSN: Mnniska
Level name: LRRS and the Sneaky H4Her!

Enjoy!

Yarbone
01-05-2010, 07:15 AM
Mnniska... read post #25

Mnniska
01-05-2010, 07:29 PM
Mnniska... read post #25

Oh..Well that's okay,thanks for the answer.

hey maybe I will be able to get a review from you on LBL? xD