View Full Version : Yes, use F4F Sackula [PART ONE]

04-13-2010, 11:59 PM
Sackula [PART ONE]Alismuffin
http://i39.tinypic.com/2dt91e.jpgAs a world renowned detective and adventurer you are set on the mysterious case of a mass dissappearance in a snowy Transylvanian village. Venture through castle ruins, graveyards and creepy forests as you search for the source of the killings.


04-14-2010, 02:22 AM
more pics! (sorry bout double posting)





04-14-2010, 04:02 AM
I love your pictures! I so want to check this out.
Although, I'm kind of busy, I check it out once I have the time! :)

04-14-2010, 04:06 AM
thanks! yea dw check it out when u have time :3 unforunately i couldnt include the entire level in one level crater cos it was just too big! This level is mainly an introduction

04-14-2010, 04:33 AM
HI ali!! :cool:

I played your level and I must say that you did an excellent job with the environment and visuals, I loved the graveyard and the forest, the story is one of the more detailed I've seen, the part where the fangs appear and the light turn off is pretty good! its a very good effect, when you can't pass in front of the fangs was very ingenious, the platforms section is quite pleasant, unfortunately are very few things that I had to do, and the end... well there is apparently no end. I know that the thermometer reached the top, but perhaps would have been better to give some kind of conclusion, and perhaps add some more gameplay elements although the level become shorter, well that is my opinion, I think that you did a great work as said before the level has excellent and innovative elements I gave you 5 :star: and a heart as creator :)

04-14-2010, 05:00 AM
Wow, this level was AMAZING! :)
I'm so looking forward to the whole series.
I will give you full feedback later.
I gave you a creator heart, level heart, and 5 stars! :)

04-14-2010, 05:52 AM
@memorex: Thanks alot for taking the time to play and give feedback:3 Yes I thought it seemed really short too for how long the actual map is. I think i should put in somemore gameplay. any suggestions? im thinking of sthing like putting in clues u have to find before you go through the forest. like the clues lead up to u starting the hunt in the forest or sthing? im not sure. ill need help there. As for the end, im thinking of redoing the scenery so as u see sackulas castle in the distance.wat do u think?

04-14-2010, 05:53 AM
@spark151: Ok thanks alot:3

04-14-2010, 07:55 AM
This level looks awesome. I'll be sure to check it out next time I'm on my PSP!

04-14-2010, 08:29 AM
This level looks outstanding!

I love detective stories so I can't wait to play this!

I'll play it ASAP.


Alright, I just played your level just then, and judging from it so far I can see that this is going to be a very promising series.

The visuals shown in this level are very unique, the way that you showed buildings appearing in the background looked amazing, along with the way you positioned the trees and showed the fangs attacking you. But what easily made this level stand out the most was the way you presented the players thoughts on the environment. It was a nice change from the stopping and reading speech bubbles, and it kept it nicely you immersed in the level by walking and reading.

As far as gameplay goes, it was lacking a bit. I don't mind if there's no heavy platforming sections (personally, I would prefer them not being in a level like this) but since it's so story orientated it would be really nice if there were smaller areas that you could explore in which would provide you with a little bit more of the story, something like a journal or log where it would give you something else to think about. Also, like you've already said above, clues would be lovely!

And finally, the story. Like I've already said, the way you presented it was outstanding and is easily my favourite story telling techniques used so far, but the actual story was just a tiny,tiny,tiny bit lacking. You did provide us with a good mystery; the towns people are missing, there's an empty coffin, and all that, but you didn't leave us much to go on at the end. It would of been good if we were left in suspense, something like "And then I saw in the distance, the one thing I loved, was here.." (Yeah, I know that's a bad example, but I think you get what I'm going on :D)

So yeah, to sum up this big wall of text. REALLY great level and I'm really looking forward to more. Maybe in the next set of levels you can have a bit more exploration and clues, but what ever you do, don't lose your awesome presentation and story telling skills! :D

(5 starts and a heart!)

Oh, and a forgot to mention, the way you showed how to make the two costumes was a really nice touch too!

04-14-2010, 11:44 AM
Amazing level!!!!! 5 stars and heart.

04-15-2010, 12:37 AM
Time for your feedback. :)

Anyways, I enjoyed your level very much. The storyline was great and the game play was great.
Your level is different than most. Here is why. You actually used different techniques to kill people.
Such as those vampire fangs that just do nothing until you get near it. Bam, your gone.
I enjoyed this level, and I thought it would be like those other levels you made, but it was WAY BETTER.
I'm guessing you took other's advice?

Anyways, The storyline was cool as how you read the words as you were moving along.
I loved your graveyard area. Best scene in the level.
I thought about doing something like that, but in "R.I.P. Sack", but I didn't think I could pull it off.
Looks like you pulled it off perfect. No errors on the scene.

I enjoyed steps and actually took the time to look at your work.
You did fine and I had no problem. When I saw your thread about Sackula, I honestly didn't think it would turn out great.
Yet again, you have proven me wrong. I was impressed with the flickering room too.
I thought you would put some material blocking the picture with a flicker using emitter, but you used fog, which worked quite better than I thought.
I had no problems playing your level at all.

I wish you luck on your new level and will be forward to looking at it.
Anyways, like I said before. You got a heart, creator heart, and 5 stars. :)
Have a great day!

04-15-2010, 01:09 AM
Thanks so much for that feedback :]
Yep ive been taking in everyones advice on level making and also been inspired by great level makers such as yourself
i originally started doing the story as afp does in his shallow springs level but i developed that idea so as its not just on pieces of material hanging down but actually on the environment itself.

i felt that a level such as this needed lighting effects of some sort so i made my own flickering light and im glad it turned out great!

thanks alot! :3

04-15-2010, 01:32 AM

Thank u so much for your feedback!
im going to leave Part One as is though and use ur tips to make my Part Two to the best of my ability.

As part two is set mainly in Sackula's castle, ill have alot of thermo space to make it big and include more scenes. Im considering making many different paths which are false and end in ur death or something to emphasize the fact that u need to use ur clues to lead u to the next clue and eventually to the end.

04-15-2010, 03:22 AM
@memorex: Thanks alot for taking the time to play and give feedback:3 Yes I thought it seemed really short too for how long the actual map is. I think i should put in somemore gameplay. any suggestions? im thinking of sthing like putting in clues u have to find before you go through the forest. like the clues lead up to u starting the hunt in the forest or sthing? im not sure. ill need help there. As for the end, im thinking of redoing the scenery so as u see sackulas castle in the distance.wat do u think?

Well your clues idea sounds great, that meant with more gameplays elements, mmm for example like if you have to go from point A to point B for any object, and then return to point A with this object... mmm for example to save the sack guy that is hanging perhaps you have to go and find a knife or something like that but man is your level you can do anything that you want to do. I had a similar level is called The Wolf and Sack, where you had to explore a village and help some villagers with a few tasks, and then with a persecution in a forest where you had to escape from a werewolf, then a fight in a cave, that was my second level before nimbus, I made it in 3 weeks the latest thing that I made was to decorate it with stickers and then BAM! My data was corrupt! :(
Your idea of the sakcula's castle at the end sounds spectacular, although it may be difficult make some change without having to modify the path of the story, perhaps the best is to leave it like this, is a great level like this now :)

04-15-2010, 06:07 AM
Haha no way, you totally beat me to it! I confess I actually have an intro for a level I was working on and put aside (indefinitely :-p) called "Sackula" ^_^ So I was very interested in seeing how you'd do it. I really enjoyed it, a few awesome unique ideas- the flickering room was awesome, the graveyard bit was totally rad, and the fang attack thing was also very unique and cool ^_^ The story telling and the environments were well done, but it felt like it could have used a bit more gameplay/interactivity. Even something simple as an easy-to-reach switch to, say, open the path to the graveyard or the town for example helps add that little bit of "I did something! Yay!" to a level. And I do really like the idea of having Sackula's castle in the distance at the end, but the level seems to be doing fairly well so may not be worth republishing in order to add it :)

In any case, a great level overall, 5 stars and a heart, I really look forward to seeing your interpretation of Sackula's castle!

04-15-2010, 06:32 AM
are u serious!? man! i hope you get around to finishing that level cos id love to see it!
yea i realise now my main fault is the amount of interaction a player is given. but im not going to change and re-pub. ill just work on getting Part two to be the best i can. i have a bit of a creators block on the castle atm so im doing a wee bit of research on that. ideas are most welcome!

04-15-2010, 08:37 AM
Hi, ali985! I played your level yesterday and can say only WOW! You did great level with many detailed things! I can imagine what a titanic work you did with corner tool! And your environments looked fantastic! My great respect for it. The way to tell the story on materials also the great idea! And you flickering room and fang attack impressed me very much! I loved your level and your style of creation! So I gave you 5 stars and heart for this level and will look for next "Sackula" chapter.

04-15-2010, 08:53 AM
OMG it's out!? I've been gone too long. Downloading it tonight and posting feedback tomorrow.

04-15-2010, 09:05 AM
thanks alot Domik12! that level was the first that i spent over a week making and the first that i filled up the thermo on :3 im really glad u enjoyed it and part two is on its way

@TheNerd: Yup its out! thanks in advance!

04-15-2010, 09:15 AM
ali, have you ever played Castlevania: Symphony of the Night? It was on PS1, then PSP and now PSN I think :) Has some great castle environments, could be a good source of inspiration for part 2 :) If you haven't played it, I know there's plenty of screenshots to google if you're interested.

04-15-2010, 09:42 AM
yea thanks for that ill google it now:D

EDIT: WOW!! u can expect a castlevania type level for part two! gorgeous

04-15-2010, 01:45 PM
Wow this level is awesome! I love the atmosphere! :star::star::star::star::star: and a heart. Can't wait for chapter 2!

rOckalOvEer x73
04-16-2010, 06:39 AM
Hello ali!:p.
Nice level, it has a good atmosphere and some brillian concepts.:).
You did a good job with narration of the story, it has me really intrigued.
Your forest ambientation is excellent and the way that you used the 3 layers to put a lot of trees was really awesome.:)
And as memorex said, your effect of the lights was amazing.
It has some problems with gameplay, because sometimes it becomes a bit simple and just as a anecdote, when I was at the part that you have to jump off of a platform and grab a thing to go up to the next side of the hole with red gas, I dont knew that that thing was grabbable and I was died a lot of times at that part, then when I caught the idea i just said "LOL, it was all!" and then I laughed:p.
Well, it was a Pretty nice and intriguing level, Ill be waiting for the second part.;).
And if you find some of time, please check my level, its called A Curious Sack and its link is on my sign.

04-16-2010, 07:45 AM

Cool level. How you did the narration was genius. It kept me interested through-out. The flash of fangs was a nice touch. The layout and music maintained a creepy atmosphere through out my play through. I was sad to see it end so sudden. I would take out the thermo comment and use that to set up the next episode. You created a very flesh out world so there no need to rip people out of it with a splash of reality at the end.

I have a few suggestions which you can feel free to completely ignore. The first is I loved the Sackula title and image but I think having it at the end is something you should consider. It would conclude things on a high note and get them excited for the next level.

I read earlier that you wanted to add more platforming elements but I think that would be hard to do considering your level’s layout. Maybe just hiding some point bubbles and make some hard to reach places to get them would give people a few extra reasons to explore the level.

At the part where you wrote “ Following the Stairs I found…” there are two sets of stairs, one going up with the other going down. My first play through I went upstairs and totally missed the dude.

Great level 5 stars + a heart. I look forward to playing part 2

04-16-2010, 09:33 AM
Hello there Alistair,

I have played your level and it was very well built. I loved the way you told the story throughout the level. You have very awesome and creative corner editing, so nothing seems too plain. I loved the flickering light, very cool. I do not think I have seen that in a level yet. Although when I pulled the switch in the flickering lights room, the magic mouth camera was too slow to catch the door opening.

The Sackula title was how I expected it to be, to look like blood. The costumes are nice, especially the one with fangs. I'm going to save that as a costume. I loved opening the coffin. Especially since the words portrayed, had a very nice sequence in it. " The Coffin, was empty." that was very well sequenced and made the level more interesting to play.

The town are was quite short, but hey you're in Transylvania. The survivor part surprised me a bit because I thought the tree was talking, but it went well when he popped and questioned you. The forest was the most unique part, especially since it had the most interactivity and obstacles. The part where you walked uphill the way you used multiple layers to make the trees seem plentiful was genius.

Climbing up those small steps can get pretty annoying in your level, but you get used to it since there's a bunch of them. The level ending was pretty bland. Especially since you ended with a note to the players saying that the thermo is full and to stay tuned for part 2. You should have narrated that with words. You should have stickered out something saying this, " This is where I end, but the adventure isn't over....yet." That would have been a cool ending. You should have added bubbles to your level as well. It'll make it really fun and challenging to try to get the players to get the bubbles if you put them in a place that takes some exploring to get to.

Since the level kind of seemed like an intro level to the actual idea and concept, I gave you a :star::star::star::star::star: and a heart since it was pretty awesome for what the level generally is.

04-16-2010, 10:40 AM
Thanks for playing! Yea i see now that i should have spent more time on the ending XD
as for bubbles, well i didnt want my level to lag and i didnt exactly have any objects to chuck in prize bubbles so i had already decided against that.
once ive finished part two, i may go back and repub an improved part one, but atm im rather proud of my rating and hearts >D

Oh yea i just played ur level a couple of days ago! ill give u feedback now :3

04-17-2010, 09:46 PM
Congratulations on the spotlight Ali!! :)

04-17-2010, 09:56 PM
Congrats ali! Really awesome level here and presented in a totally unique and fantastic way. Love that flickering light. LOVE it.

Oh, and Castlevania SotN is one of the best and most epic games EVAR. You seriously owe it to yourself to play it. It's probably the best sidescroller I have ever played, and one of the best RPGs as well. Sprite-based games are awesome. :)

04-17-2010, 10:13 PM
Hey again ali,

Congrats on another Spotlighted level! I absolutely loved the storytelling method you used in this level--it was fresh and created bone-chilling suspense. The scenery was also fantastic, particularly the graveyard scene. I really enjoyed that section. :) Anyways, here's a toast to the sequel(s)!


04-18-2010, 08:20 AM
Congrats fellow spotlightee! You totally deserve it, you've got some novel ideas and great visuals here- I may have mentioned this before, but I'm definitely looking forward to the next one! Also, Taffey is right- in addition to being absolutely gorgeous, Castlevania: SotN is simply a must-play for everybody out there :)

Lleonard Pler
04-18-2010, 09:55 AM
This is an excellent level. I loved the environments you created, and how you managed to get a spooky atmosphere (not easy with a cartoonish game like LBP). There were special effects, like the flickering light or the title screen, that helped the level to really stand out. The story was good, and presented in an original way, but the end was deceiving, it lacked some kind of cliffhanger. Anyway, congratulations for a fantastic level. 5 stars and hearted.

04-18-2010, 04:32 PM
Hey ali,

Congratulations on the spotlight for this level. If you've read it you will already know that I loved this level. The atmosphere you created was excellent, and I really liked the way you told the story by writing on the environment, and also how you managed to recreate a kind of victorian gothic prose style.

The costume board was very cool (although for me the costumes looked a little 20th Century - where are the stovepipe hats??) and the title scene with the bridge and the bloody text was stunning.

I don't think you needed to excuse yourself for running out of thermo, by the way, I'm sure most people would appreciate that fact anyway and it slightly distracted from the atmosphere that you'd done such a good job of creating.

I should also mention that the general concept of the level is a great one, and I'm really looking forward to the next installment.

If you have time, since you're doing F4F, any chance you could check out my new level - Curses!

Congrats again on the two spotlights!


04-18-2010, 09:22 PM
The pics look great, I'll definitely play this later.

04-19-2010, 09:55 PM
I played this a couple of days ago and forgot to do the review so here I am. So first off I liked how you level was not really about platforming or puzzles but setting the mood. I found it to be compelling and I loved how you wrote almost everything in the landscape. The One issue I had was near the end with the platforms, It seems that the object you have to grab on to is just a bit to hard to actually grab. I think if you lowered it just a bit it would help. Overall I gave it 5 stars and a heart.

05-01-2010, 01:08 AM
OK, this is a really good level. I liked how you told the story on the scenery as you walked through the level. Your material choice was nice also. I liked the gameplay and puzzles too. I look forward to the next installement, keep up the great work. :)

I rated it :star::star::star::star::star:.

05-04-2010, 11:23 AM
Hidy Ho ali! Wow, I am late to the ball game on giving feedback on this one huh? I had actually planned on giving you feedback back when I published Destiny, but then I got bogged down with things and I ended up downloading it but never playing it.

Well, I played it today and I loved it. When I made Shallow Springs, I had planned on having the dialog stickers go on for the entire level, but I just couldn't accomplish what I wanted to while using so many resources to make the dialog. You seem to have pulled it off just fine, and it was awesome to see how it worked. I loved how you took the dialog and stuck it in fun shapes in the background and such. It was all so well done.

The level looked great too. There was even a mini-costume tutorial ;) (That was what that thing to the top left at the cross-roads was, right?) The atmosphere was executed perfectly (but I would have expected no less from an awesome creator like you :D There were a few areas where you could see sound objects and sprung bolts, but I'm guessing that you know that by this point.

I have one question for you though: There were a number of sections where you could see below the level into the background, do you intentionally do this? I noticed this in the Magic Forest level, but I assumed that you did it because there was swamp down there. After seeing it in this level I am just confused. Why not stretch the ground a bit lower so the player cannot see out of the level? It's no big deal, I'm just confused why you do this when you make your levels look sooooo good :)

Oh! One more thing, the effect with the flickering light was INCREDIBLY well done. I mean, it was AWESOME. Seriously, I haven't seen a lighting effect like that before, and I may even use it someday if I can think up a scenario ;) Great work with originality there!

Awesome work on this level :) Needless to say, I will be playing Part 2 very soon!

05-06-2010, 11:06 AM
Phenomenal level! The flickering lights thing was jaw-dropping and while I'm not normally a fan of 'story' levels, this one had me gripped. Got a really nice old-school castlevania vibe from it :) 5/5

05-08-2010, 01:45 PM
Hey Ali
New to the PSP community. I saw you just recently released part 2 of this series, but obviously I had to start here right? The level was great on the visuals front, very, very atmosperic and moody. Loved it. Also as many mentioned, the text design was great. I agree with some others that the actual play aspect of the level was vert little, but it didn't detract from the level as a whole. It just feels weird playing an entire level without point bubbles. Great job! Will try part 2 soon.