View Full Version : Yes, use F4F Labyrinth
02-28-2011, 12:52 PM
Hi, would love to know what people make of my siaxis controlled labyrinth. Loved playing on old wooden tilt labyrinths as a kid and have tried to put as much as I can into the level here. Would like to make more but as of yet I would like more feedback on my curent level so can iron out any problems/kinks for futher levels of the same idea. Thanks guys!!
02-28-2011, 04:00 PM
As soon as I saw that you could use tilt controls I figured we'd probably see some of these! It was fun, the board looked very authentic; you seem to be going for an old-school wooden feel, like you said.
-- The environment and the start were very plain. Some visual improvements in the surrounding areas wouldn't hurt.
-- Currently it makes almost no sense to go for the bugs. For most of them, you lose so many points from the clock while going for them it's just not worth it. For example, there's one near the top that's in the middle of three holes. If I go for it, I will likely lose 1000-1500 points from the timer, while only getting 500 points for the bug -- and that's if I don't die going for it. There are only maybe two bugs on the board that make sense to go for because they are just off the main path and don't have holes by them (I got the high score with 2 bugs, I believe). Maybe you can tweak the timer or the values of the bugs to make them more worth it. Or maybe have bugs of different colors/point values. That tricky one I mentioned could be worth like 2000 or something.
-- More boards would obviously be nice. Maybe they don't have to be as large as the one you have but could have different types of obstacles. I'm sure you've seen some other electronic versions of this game. Depending on the direction you want to go with this, you could add carousels, switches and doors, bumpers, etc.
-- If the boards are going to be as big as this one, maybe add a checkpoint system? Now I didn't actually have a problem dying in the second half, but all the holes seems to be placed near the beginning.
-- I will say I noticed that the controls don't feel quite perfect -- the ball doesn't really have any momentum and can stop on a dime. I'm understanding of this, though, because I'm guessing it's a limitation of LBP. You probably have to have the tilt control on the ball itself, instead of moving the whole board and having the ball roll freely. I can't imagine that you can tilt an object (the board) through multiple layers that way.
-- Maybe have some signs you run by at the beginning that have [picture of bug] = 500 points or something. Even though I think I saw it in your description, the first time I saw one I was like, "Whoa that looks like an enemy I wouldn't want to hit".
Nice idea to include your logic as prizes so other people can make their own boards.
EDIT: just played a competing level and your ball physics were way better, so kudos for that. Theirs tended to jump around with odd little speed bursts and could REALLY stop on a dime.
02-28-2011, 09:01 PM
Thanks, some really nice ideas there. And thanks for the comment about the controlls, spent a lot of time mainly just tweeking them to get them as good as I could (did try the deceleration settings but it didn't quite work, but i'm not giving up that easily). Still going to keep playing around to see what I can do with them. Will play around with a few of your suggestions and see what happens, the bug values were like that as originally there was no timer, just a flat 1000points for finishing, so guess they needs updating to match.
I don't suppose there is a way of altering how many points the race timers giv out for each second remaining that anyone knows of is there? Couldn't see anything, but that could just be me being dumb... (rather than reducing the time limit, as that will still eat up time if you go for the bugs so doesn't fix that problem).
03-01-2011, 02:14 AM
This is a neat concept, and a fun game in it's own right. That said, you could really spend some time and take this much further. I'm a big fan ofnthis kind of game on my iPad, and there's a lot of mechanics that could take this from a 1 or 2 play gem to something highly addicting:
Multiple paths, but the shorter is more difficult?
Bumpers that if hit make you lose control a bit?
Rolling past other marbles that try to bump you thus slowing you down
A switch you have to hit to open a door, and you have to get through the door before it closes
An overhead view of the maze before gameplay begins...
A more interesting material selection, such as neon that is different colors signifying different areas.
Just a few ideas of things that could knock the idea out of the park. Great job, though.
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