View Full Version : Yes, use F4F A Quest for Stratta Various

08-21-2011, 06:57 AM
The space station Stratta Various at the outer limits of the local solar system is under attack! Evil robotic ships have been sent to the different planets in the galaxy from the horrible swamp planet of Trebor to take control of the entire solar system!!! Luckily, Sacboy happened to be on Stratta Various at the time of the invasion warning, and has been summoned to fulfill his duty as the best star fighter in the galaxy. Make your way around the outer perimeter of Stratta Various killing enemies, collecting points, upgrading your ship, and surviving the level!

There are three different types of guns for the ship, a special one time only shield, and a health restore if you need it for sale (and have the pints)

Each segment of the level has a music selection option for you to pick your favorite tunes

There are four other levels in the making, but they will take time, so check back again for updates!

Good Hunting!

08-21-2011, 09:15 AM
sounds good! ill give this a play later today and report back.

please try my latest project...a sci-fi thriller
F4F: http://www.lbpcentral.com/forums/showthread.php?61939-Space-Station-A.I-(BETA)

08-22-2011, 02:02 PM
Bump. Sorry. I just want some feedback on the "is it too difficult / is it fun" scale

08-22-2011, 06:46 PM
Dont know why this hasnt got that many plays.

It had a good design to it and the ship moved fine. The enemies were well done and the teleporter was too. It was hard to get out of the ship at the bar though. Also the shooting system was slow to react resulting in being hurt. The health bar also worked without a hitch.

Good level. Well done!

08-23-2011, 01:59 AM
Pretty good level. I only got as far as the upgrade shop; I couldn't get back into the elevator, so I hit retry, and it took me all the way back to the beginning, without my ship!!! Apparently, sackboy is a planeswalker, and could run through space =) Unfortunately, he couldn't jump high enough to get back into the bar, so I had to restart.

The space-shooter action is a little crude; it seemed rather difficult to maneuver the ship for accurate firing. I'll try again, and see if I can make sure I can get back into the elevator next time.

I like the upgrade options, as well as the ability to select music.

08-23-2011, 03:29 PM
Hi gave it a go but I'm unable to give you a full feedback as there are a few problems that I encountered.

A player can actually escape the level at the start where you teleport to your ship. The right side needs a door or something that opens up only when the ship is close to it (easily overlooked)
On 1st go I some how never saw the 'level complete' sign, must have flown past it, above or below?
Got to the station but could not get out of the ship. Sackperson cannot jump high enough to get out.
The space shooter action part was quite difficult to manoeuvre the ship through it. Firing didn't seem accurate and didn't always respond to me pressing the fire button, resulting me taking damage

Minor thing in your subtitles etc Sacboy should be spelt as Sackboy, with a K. Small detail but helps in polishing it up. I had to restart but that same thing happened again. I was really looking forward to it but could not complete it. Design wise it looks good and fits your theme and title well. Although I only saw a small part so I'm not sure about the level as a whole. But it definitely has a space feel to it. Hope you can fix these as I'd like to come back and give it another go.

08-23-2011, 08:58 PM
Alright, I did a little bit of touching up:

The cave at the beginning is unable to be left

I touched up the gun a little bit to make where it shoots a little bit more refined, but it still works best if you just hold triangle, which I also now have mentioned within the level to help people out

I made the level complete sign a little bit bigger

As for the elevators in the level and the ship docks at the space bars, I had a little bit more trouble fixing. The elevators were going to take more editting than I have time for right now, so I will come back to those. The ship dock's I tried a bunch of different things to fix, but none worked the way I wanted to, so I tried to reword the text a little bit to help. In order for you to get out of the space dock, the ship has to be flat on the ground and then you can go through the door dividing the middle and back plane, thus allowing you to go into the space bar, in the back plane... I just can't figure a way to make the ship be forced to land flat, but when I do I will change that as well..

haha, and it just occured to me that I forgot to change sac to sack.. sorry, I will get back to that for the next edits...

If there is anything else that comes up, let me know and I'll see what I can do!
Thanks for the Feedback! :D

08-24-2011, 03:33 PM
I've left a review in game, I encountered a glitch with the sackbot conversation after getting off the ship.

08-24-2011, 03:38 PM
This is a great start sir :3 I wasn't exactly hooked at the start, it seemed alittle slow for my taste, but I stuck through and then found out you built a shopping system, which was wonderful, I like that kinda thing ^_^ you earned a happy face :3

08-24-2011, 08:36 PM
I got it queued. i'll play it later

08-24-2011, 09:14 PM
I don't see anything wrong with that level :D I'll actually be coming back to play this level. I hearted it :)

08-24-2011, 11:18 PM
The gameplay wasn't too bad, but seemed a little confusing to me at first. I wasn't sure what I was doing, and it took a little bit to get the hang of it. Towards the end of the first stage, I also had a difficult time exiting the ship. I was to far high, so it was my fault, but this might frustrate players as it frustrated me. However, I like the city, especially as a hub for getting upgrades. All in all, it needs some work, but has potential to be a great level.

08-25-2011, 08:24 AM
Just played your level. It was good. I think there are a lot of really good ideas here. I really like the combination of side scroller with some platforming and some RPG type elements with the shops. It all seems to work together well. I do see some spaces where i think it could improve though.

On the shooter part:

I thought you did really well making that part. I would have liked it more if the camera zoomed out when the ship takes off so that enemies can't be off frame above or below you, and you get a little more wiggle room with the ship.

I too felt the lasers seemed a little more sluggish. You could probably reduce them to half damage, and fire at twice the rate to help them feel more responsive.
Also, it feels like you are using a timer for the guns, and that works great, but if I release the fire button while the timer is in mid run, then when I press it again i have to wait. The guns should reset after a period so that if you go without firing for for a second, they reset to fire immediately. I have a system in my head for how that could work if you would like me to expand on it.

The bar was neat, but I too had a little trouble docking the ship at first. I think a little description of which buttons to use there, and maybe a bit of holo to indicate where best to land, would do well.

The shops were neat. I'm always impressed by touches like that. They seemed to work well, but I was unable to get very far because the elevator got stuck on me and I could not get back down to the first level. The moving platforms were also neat, but they made it difficult to get into the shops.

I think you have a very solid premise here. With a little fine tuning and work, the premise could easily evolve into one of the best level series in the game.

Flame Dragon
08-25-2011, 09:11 PM
You have a lot to work to do, i found tons of problems and bugs.

- When you arrive at the bar, if you park the ship too low, you are stuck because the door is too high. Very frustating had to restart 2 times because of this.
- When your stuck there, you can also climb the back of the ship, and jump off the platform, which puts you below the space background and completely breaks the level.
- Give some direction, half the time i didn't know what to do in the city, also what's the point of having teleporters to the 3 bars if you can't start the levels from there?
- If you get on the elevators inside the buildings, and then jump off before they go down/up, the elevators stay frozen there and you either get stuck, or you can't access the buildings again.
The level is not bad, if you can fix the issues and maybe add some polish/decorations to the enviroments, then it will become a pretty great space shooter.

08-26-2011, 02:57 AM
Alright. So I did a major edit to the level today, fixed a bunch of the things that people were having trouble with and added some things to make it more user friendly.
Theres now a menu and a few touches added here and there. Hope that it helps to make things better for everyone, and if there are still some things people are having trouble with, please let me know and I'll see what I can do to help out


08-27-2011, 11:20 PM
I really enjoyed the level. It's very immersive with sackboys and sackgirls walking through the shopping area. Also, the ability to buy items from different stores is a nice aspect. The shooting section was fun, but a little confusing because you aren't driving in a fixed area. I almost missed the level complete sign because I went too far down. I didn't have a problem with shooting enemies though. Shooting seemed very natural.

08-28-2011, 02:44 AM
I just played this. Very cool, I must say. didn't find anything wrong with it, other than some parts could use a tad more detail. Gameplay is fun, and I like the concept of going to the city and upgrading your ship. You get a smile & a heart.

08-29-2011, 05:52 AM
I just played your level. I'll have a writeup posted soon.

08-29-2011, 08:39 AM
I liked the level overall, it was very good especially from level one to level 2. You feel the difference from killing to actually starting to be shot at. I Personally think that all the different shops and that take away from the actual gameplay. I Personally think the shop should just be one shop, but thats just my preference. Despite my preference, I did like the hologram fade on/off when you go in the shops. I liked the change of the bar area at each "checkpoint" landing. One thing I would say is that the teleports to the different bars should have some sort of blockage so people dont wonder in before they've actually got to that stage. Last point is the actually level picture. Its very unorigional and just looks like youve taken a picture of that material. I would suggest putting create mode on into preview mode, snap a picture of the ship shooting an enemy and put that there. That might give a better Idea of what it is about when people glance at it. Other than that I think that the game is good play and should have more plays.

08-29-2011, 11:18 PM
I've got it queued. F4F: Through A Nightmare, Darkly http://lbp.me/v/43s117 Thanks!

08-30-2011, 02:26 AM
Queued. I will be sure to leave a review on LBP2 for you; and if I really enjoy it I will be sure to leave a recomendation to my friends :D

08-30-2011, 05:27 AM
I posted your F4F feedback posted in my review thread Link (http://www.lbpcentral.com/forums/showthread.php?34116-DarkDedede-s-Review-Shop.&p=918134&viewfull=1#post918134) :)

08-30-2011, 03:23 PM
Alright, thanks to the feedback I have made some more editions to the level:

The shops now all function wirelessly, or without the necessity to actually be in the controllinator to make the shop work.

The teleporters have been revised to only let you to the levels that you have completed, thus no skipping ahead, but availability to go back for whatever reason you may want to do that.

The camera on the ship has not been changed, because with the idea of continuing this series in mind, I want the character to feel disoriented at the beginning of this game because by the end you will be given things to overcome that. As an example, I am currently working on the second level, and one of the upgrades you will be able to buy for the ship will be a radar system which gives you an idea where things are at all times.

As for the boss, I haven't though of a way to improve on that yet, so I will brainstorm that one later and see if I can get back to you guys on that.

Otherwise, I hope things continue to go smoothly, and if there are any other problems that people are having, please let me know and I will see if I can improve on them.
"the only way to make something perfect is to screw it up about a thousand times before you get it right"


08-31-2011, 03:01 AM
I played this level earlier and it's a simple but good shooter.

The level design is decent. The city scenery is good and I liked the cinematic story, but I think you should give this level more stickers and decorations to make it looked more polish.

Good music choices.

The vehicle controls are good, but there should be a camera where players get a better look at the incoming enemies and stuff. Also, I don't like the idea of having the game ended automatically when you run out of energy.

The level could use more improvements, but it's a pretty good shooter. A yay.

08-31-2011, 01:45 PM
Sorry for the late feedback.

Well this level was an interesting one it was different to other space shooters and that made it quite entertaining.

I found it very easy though and did think you needed to have more space shooting gameplay really.

The shops were a good touch but i do think they are spread a little far from each other and would have preferred them to be near to each other as it was a little tiresome keep traveling between them to choose upgrades for my ship.
The moving platforms were great though as they made traveling between shops easier.

The upgrades added to the level i thought.

I didn't really find many more problems or issues than that and overall enjoyed the level.

09-01-2011, 01:25 AM
you gave feedback for my level.will give back soon ;)

09-01-2011, 05:49 PM
I just finished your level and overall I had fun with it :D

First, the pros:
*Lots of customization, I really liked all the upgrade options you put into your level
*Good diversity in enemy attacks, I liked how there was standard lasers along with homing missiles, etc that you had to dodge
*A hub to return to, it broke up the level and prevented it from just being a long stretch

*As others have said, the level needs more detail. Make the shop entrances all different from one another and maybe add some more vertical elements in the town so it isn't all horizontal, more details on the boss, etc.
*Audio components could be tweaked. It was awkward firing lasers that didn't have any sound to them and also the music for the space ship sections should be different and more energetic to fit the gameplay.

I liked this level a lot and I'll keep my eyes open for the next installment, if you just work on adding some more detail it'll be amazing :)

09-04-2011, 12:47 AM
It was good, but I fell in space and there was no checkpoint !
Plus the shops are too far from each other.

09-04-2011, 04:13 PM
Wow, this is really good.
I liked the customizashion of the ship.
At the end when you can use all the weapons together that was great to play.
The level looks good and the difficulty grows as you go through the levels.
I managed to beat the boss but i had only one millimetter life left ^_^

Good job, can't wait to see the sequel !!

09-05-2011, 02:20 AM
I wrote down a bunch of things when I was play testing the level.
At the start I found that I didn't have enough time to read the planet names before it went onto the next one.
I also found while playing that because there were no borders at the top and bottom that I didn't know how far to scroll and hit the edges occasionally, I would add something there. The triangle button for the default laser should be changed to r1 instead as it is much easier to hit and the triangle weapon is kind of useless. After the first wave I think it was a textbox advanced before I could read it I would make sure that anytime you have a textbox that you have to push circle to advance to not close it for the player. Also for some reason the guy in the first bar repeated his first bit of dialog. When buying things I would use the anything other then the x as I pushed it when trying to jump and bought something I had not intended. I would also add about 3 seconds to the weapons info stuff. And finally and I found that those tracking bullets that enemies fire to stick around far too long and track the player too well, I would adjust the life time and tracking.

09-07-2011, 08:55 PM
Hey guys, Sorry I haven't been following up this past week. I have been moving into a new house and have not had the chance to even go about finding my electronics yet... when I re-establish my internet and ps3, I will be sure to get back to fixing things up and making the levels again... until then, sorry if I don't get back right away with responses