View Full Version : Yes, use F4F Treasure Dash!

12-28-2012, 11:44 PM
My newest level is a Bejeweled-type level. You have 2 minutes to collect as much treasure as you can. Instructions included in-game. All feedback is appreciated; I'll guarantee F4F feedback for first 10 responses, but will do more as time allows. Here's a few pics....





12-29-2012, 01:06 AM
lbp.me link might help ;) http://lbp.me/v/h8qz0m

12-29-2012, 02:02 AM
interesting. got it queued

12-29-2012, 04:05 AM
awesome gameplay...I'll be playing this again

12-29-2012, 08:19 AM
I love the block swap levels people are making, so it definitely got my heart pretty quick. I like how you have to think before you swap to get the most points you possibly can. It gives a lot of strategy to the game. Also, the dynamite-timer was very creative. You got a winner here for sure.

12-29-2012, 10:02 AM
There was a spot in the F4F post for the lbp.me info, so I assumed that it would include a link. Silly me.

One of the big differences between this and most of the similar games is that it does allow you to make a "non-matching" move...but at a price. I did this to keep the game moving even if there's no valid moves available.

12-29-2012, 02:38 PM
Wow! This is an absolutely awesome match3 game!
Fantastic visuals and perfect music. I love it :)
Excellent work!

12-29-2012, 04:19 PM
I enjoy these kind of games as a guilty pleasure, Have qued and will edit this post later. Please f4f my level here:
:) thankyou
EDIT: Let me get the nit picking out the way really quick - That Ghost Creators logo and the lightning would be better if it was out the way within about a second. Also those eyes didnt look very good, I thought I was in for a pretty amateur experience. Right sorry about that - I mustve played this level about a dozen times trying to bump my score up a tiny bit every time. I loved the mechanic that if you work yourself into a corner and leave nothing to break you must risk losing points. I found this really addictive and enjoyable with tight logic and really suitable music. The level lasts for just about the perfect amount of time - that said, getting the clocks to the bottom of the screen to earn only 5 seconds didnt seem to make much difference - ten would make them more precious and game affecting imo. This deserves plenty of plays and well done for putting out such a great level. Please comment on my level above. Thankyou!

12-29-2012, 04:27 PM
This was really nicely executed and a lot of fun to play. Addictive too. Great job.

12-29-2012, 04:51 PM
Played this this morning and thought it was great! :)


12-30-2012, 12:53 AM
I noticed after publishing that the combo system is flawed, but I already have an idea for the fix.

EDIT: fixed it.

12-31-2012, 01:12 AM
UPDATE: Treasure Dash is now Move compatible! Dust off that Move controller and check it out! You can still play with just a controller as well.

12-31-2012, 11:57 AM
This is the best **** puzzle game I've played in LBP that I can remember, anyways.
It's kind of odd in that I haven't seen a swap-the-blocks rather than a drop-the-blocks puzzle before.
It's attactive, easy to pick up, and Move functionality is a plus.

I only have 2 issues with your level -
The first, is your really sluggish intro. It takes like what... 20 seconds to get to the menu, and around 40 seconds to start a game?
Please either speed up your intro section considerably, or make it skipable. Having to sit through 2 intros every time I want to restart is a pain. Normally I wouldn't complain too much, but this is a puzzle level, people are definitely going to want to hit 'Replay'.

My other gripe, is that I feel the timer is a little stingy. I get that if the timer is too long, people might get a little bored, but I'm having so much fun, that the 2 minute timer leaves me wanting more. I just start to really get into it, memorising where various blocks are, and then I get taken to the scoreboard. An extra minute would probably be sufficient, or some way of allowing players to win extra time. Let's say... Clearing 4 blocks at a time gets you an extra 5 seconds? 5 blocks gets you 10? So on and forth or something to that effect.

This is so awesome I think it might have replaced Puyo Puyo as my new favourite puzzle.
You get a Level and an Author Heart, buddy.

12-31-2012, 12:09 PM
That was one of my biggest concerns...the length of gameplay. It seems that 2 minutes was a pretty good amount at first (a lot of people get bored if a level takes too long), but even I found myself wondering if I should allow more time. I'll look into either extending the time limit in general, or adding a power up that stops the timer for a few seconds. I'll also look into making the intro skippable.

UPDATE: A new version has been published, with the following changes/updates...

- part of the intro is now skippable with the circle button
- You now have 3 minutes on the timer instead of 2
- There is a new powerup that stops the timer for 5 seconds if you get it to the bottom or destroy it with the bomb
- increased the frequency of the powerups for higher scores


01-01-2013, 03:06 PM
@ Brannayen...this is an awesome level. I played it yesterday, after all your tweaks, and found the gameplay mechanics flawlessly executed. That is a challenge in itself. The flow was perfect, and the game's replay value is out the roof. Great job. Bravo! :)

01-02-2013, 01:25 AM
Thank you for all the great feedback so far. I'm considering other features, such as a versus mode, where perhaps a powerup might harm the other player in some way, such as freeze their cursor for a few seconds and whatnot. Any interest in a versus mode?

01-03-2013, 10:55 AM
I think a versus mode could be very cool!

I'll have to replay now you've made all these updates...wow, a whole extra 30 seconds! Need to improve my score! XD

01-04-2013, 11:15 AM
Actually, it's an extra 60 seconds, plus 5 seconds for each stopwatch power up you get.

I started looking into making a versus mode last night. I may have to adjust the size of the board, depending on what it looks like. Trying to squeeze 2 boards side by side makes each board rather small.

01-05-2013, 02:55 AM
Queued. I've also got a F4F level here, so you might wanna check it out and gimme some feedback. Thanks!
Link: http://www.lbpcentral.com/forums/showthread.php?71928-Scorch-the-Cardboard

01-05-2013, 10:32 AM
@yoghurt2000 got your level queued as well, will check it out this evening and leave feedback on your thread.

01-07-2013, 05:20 PM
This was a fun little minigame, but it was pretty hard, atleast if you try to avoid thos -100 points you get if you switch wrong. But it was fun to play and well done.

I would like some F4F: http://lbp.me/v/cf3qg- Thanks!

01-08-2013, 12:04 PM
I've played this an absolute ton, I'm a sucker for any Match 3 gameplay and this is stupidly addictive. It plays much faster than most similar levels, which is great - you can really get into a nice flow here - and the bombs, time bonuses and free match (at a price) option gives it a nice twist on the standard template.

A couple of things you might want to look at - if you match before the 'Go' sign, it seems to not register correctly, so maybe sync up the controller as active a little later.

Sometimes I've ended up with gems on top of each other, it's no biggie as you can still match and clear.

The only problem that has given me the odd frustration is when the board occasionally doesn't refill correctly from the top and ends up leaving you with semi-blank column - you need to pray for a decent combo in the adjacent columns, or a bomb to refresh the board in full.

It's still a great version though, I had a running battle with Shropshirelass last week for the hi-score and she was whomped!

01-08-2013, 10:44 PM
It's still a great version though, I had a running battle with Shropshirelass last week for the hi-score and she was whomped gracefully conceded the field to one more addicted than herself...!

There, fixed it for you. :p

Seriously though, this level is very compelling. There's just something about it which makes you want to re-start the second the game ends. It may even have something to do with the way you make the board explode at the end - it almost makes you feel you were just on the brink of a really great score and you HAVE to replay just to see if this time you actually make it..although in my case, of course, I don't, lol.

I had the same issues as julesyjules with blocks disappearing and columns being blank. I also found myself inadvertently jumping the gun in the countdown at the beginning and losing points as a result, but I suppose that's only fair. ;)

Anyway, thank you for sharing - it's a very fun game. <3

01-09-2013, 01:36 AM
Not sure why it's leaving columns blank...it's never done that for me. I'll have to look into it and see if I can duplicate the problem. Are there any specific circumstances that seem to cause it that you've noticed?

As for the other problem, I'll see about disabling the x button until the game actually starts.

EDIT: The x button is now disabled (as well as the trigger on the move controller) until the game actually starts. You can still move the cursor and set up your first move ahead of time.

EDIT (2): The only way I've been able to glitch the level is to press the x button way faster than what really needs to be. I've implemented a change that disables the x button while a swap is being processed (not while blocks are falling, just while 2 blocks are in the process of swapping). For those that this level glitched on, please try it again and see if it works any better.

01-09-2013, 08:35 PM
Seems to have done the trick, nice work. If you're still looking for suggestions to improve the level then I'll just re-iterate Tanuki - shorten the logo intro further, lengthen the time bonus (it plays more like a dead block you have to get rid of rather than a tasty bonus worth chasing down) and if you have the thermo, jazz up the title screen, it'll likely feel a lot more polished with a nice looking stage rather than a wall & sticker.

01-10-2013, 01:49 AM
NEW UPDATE: The entire intro is now skippable! In addition, the stopwatch power up is now worth 20 seconds instead of just 5. I also added a visual representation to let the play know that it's active (the flame on the fuse flashes slowly while it's stopped). I am going to look into adding more visuals...amazingly, the thermo isn't very high on this game.

01-10-2013, 10:34 AM
Great stuff, have played, and the little additions help. The extra time definitely makes a substantial difference - you can occasionally blow out 2 or 3 clocks with a bomb, and thats a lot of bonus, so maybe try 10 secs. it's just fine tuning that balance between rewarding the the player and keeping the sense of urgency.

01-10-2013, 01:37 PM
The time bonuses are currently not cumulative...If you activate one clock, then, say, 10 seconds later you activate another one, it resets it to 20, not add 20. So if you were to get 2 or more at the same time, you would still only get 20 seconds.

01-10-2013, 02:29 PM
Gotcha. I'd still reduce it a bit, to put on a little more pressure on the player, 20 felt a maybe little too generous when I was playing.

01-10-2013, 10:25 PM
I like the improvements you've made. :) The extra time from the clocks is a particularly good move; it makes them much less of a nuisance.

I did still have issues with blank columns and blocks sitting on top of each other but much less frequently than before so whatever you did there has at least helped with that glitch.

Oh and it may have taken me 32 goes, lol, but I finally knocked julesyjules off the top score - although I'm not expecting that to last for long...

01-10-2013, 11:50 PM
I thought of one other idea that might help with the glitching, but I don't want to have to do it. Disabling the x button when ANY blocks are dropping would probably solve the rest of the problem, but I think one of the main things that sets this level apart from the other "match 3" levels is its fast pace. I don't want to ruin that if I can help it.

01-10-2013, 11:59 PM
Noooooo! You mustn't do that. Or at least, please don't. Honestly, it's not a big issue. As I said, I played 32 times in a row and it only glitched 4 or 5 times. That's definitely something I'm happy to live with to keep the fast pace. Half the fun is trying to keep scoring while the blocks are moving. :)

01-11-2013, 12:14 AM
That's why I developed the combo system...it encourages you to keep matches going and keep the blocks falling. Don't worry, I won't make that change.

01-11-2013, 12:30 AM
Since the recent updates, I lost my place at the top of the leaderboard. I couldn't have these fleshy mortals upstaging me, so I put myself back up there with a 30,000 score.
EDIT - I find it hilarious Shropshirelass apparently just did the same thing like... an hour ago.

These new changes are awesome. Plays last a satisfying amount of time and the intro is now nowhere near as tedious during repeat plays. Thanks a lot for making those changes, man.

Shame this got turned over for a full Spotlight, BTW, I really thought it was more than an Honourable Mention.

01-11-2013, 01:19 AM
Don't get too comfy there. *cracks knuckles*

01-11-2013, 06:07 AM
Shame this got turned over for a full Spotlight, BTW, I really thought it was more than an Honourable Mention.

The Spotlight Crew probably operates on a system of Cabinet collective responsibility, so I can't say much about my own personal views, but I can say it was a close run thing. In fairness, the debugging and recent changes to the level were done after the Crew had played it for spotlighting purposes and a tiny bit more visual polish might have helped get it over the line too. It is a great level, though. :)

And, yes, it is hilarious, absolutely hilarious :rolleyes:

01-11-2013, 02:30 PM
I keep encountering a totally gamebreaking issue - my controls keep locking up. I can move the cursor, but it won't let me select any blocks, at all.
I don't know for sure, but it seems to occur most often when I clear out some blocks, causing a combo. Unknowingly, I then click one of the blocks that was going to be destroyed in the one of chain links. It doesn't happen every time, but that's the only thing I do that seems to be related to the problem.

01-11-2013, 09:01 PM
I know sometimes when it seems you can't select a block, it's because there's one selected somewhere, and you either have to select one next to it, or select the same one to deselect it. However, I have had it lock up on me as well. I'm still working to troubleshoot when possible to improve the game and eliminate glitches. It's hard to do that in a fast paced game.

01-12-2013, 12:20 AM
I know sometimes when it seems you can't select a block, it's because there's one selected somewhere, and you either have to select one next to it, or select the same one to deselect it. However, I have had it lock up on me as well. I'm still working to troubleshoot when possible to improve the game and eliminate glitches. It's hard to do that in a fast paced game.

That's alright, I'm sure you'll get it eventually. It's a pretty big issue, but at least it is avoidable.
Happened to me another few times tonight. Seems to mainly occur when I select a block immediately before it blows up, if I select it a few seconds before, there's no problem.

Don't get too comfy there. *cracks knuckles*

Try harder, buddy.
Nearly hit 40,000 tonight.

01-12-2013, 09:20 AM
Well, gentlemen, I'm out of my league here and I'm going to leave the two of you to your battle for the top score. You both have my permission to make whatever "whomped" style remarks you want to about me - an offer I feel fairly safe in making, as you're going to be too busy playing Treasure Dash to bother... :P

01-15-2013, 12:12 PM
Yep, I do a fleshy bow to you Ostler, I can't get anywhere near knocking you off that top spot. Curses!

I've had the locking issue a fair few times, usually when the bomb clears the board and I dive straight in to keep a combo going, if that helps....

01-15-2013, 11:50 PM
I am still continuing to troubleshoot that issue. I may even have to try redesigning the logic, if there's another way to do it without slowing down the gameplay.

01-16-2013, 01:22 AM
Have you tried disabling block selection for just a fraction immediately after a bomb explodes? It may even need less than a second, just for the board to settle. You could always whack in some neat animation fx or something as a distraction/transition.

01-19-2013, 08:16 AM
http://www.youtube.com/watch?v=i8ML_ihStb8 :)

01-19-2013, 02:08 PM
Ha! Saw this on Twitter and watched it. As I said on there, it's nice video (and I know you're going to fix the lack of music at the start) and I couldn't help myself shouting out to tell you where you were missing matches - something which annoys me hugely when anyone does it to me when I'm playing myself! Reminded me what a good game this is...and how addictive. May have to give it another go - and no I'm not going for the high score any more. Seriously!

01-22-2013, 01:27 PM
I have an updated version that going to to published soon. It seems to eliminate the glitch that causes the cursor to freeze up, and reduces the occurrences of the other glitches. The main difference (please don't yell at me) is that the X button will be disabled when any pieces are moving. You can still keep a combo going, though...you have a brief period after they stop moving to make another match and keep the combo going. I've seen first hand that large combos can indeed be made this way. I've also added a little bit of decoration to the menu screen. Look for this update soon.

I'm still going to keep working on those other glitches.

UPDATE: new version has been published!

01-22-2013, 05:47 PM
*takes a deep breath ready to shout* Nah, not really. I like the new version just as much as the original one and reducing the glitches has got to be the way to go . :)

It plays a little differently but it's no less fun. Personally, if anything, I found it a more tense experience. I think having that clock for the combos ticking against me almost gave me a knot in my stomach...in good way, though.

Thank you for keeping on polishing this. It remains a huge pleasure to play.

Oh and thank you so much for the mention in your level description. My first one ever, lol. I'm honoured. :)

01-22-2013, 07:58 PM
Another update (yes, another one) has been published. Changes include:
- updated GC logo in intro
- you can now press circle or square button to deselect a piece, even if the cursor isn't on it.

01-23-2013, 12:07 AM
Ok, played the updated version a few times today and I'm six of one and half a dozen of the other. I DO miss the frantic speed of the the original, but the newer one hasn't frozen at all, tweaks are working there.

How does the new version compare scoring wise? I never got anything approaching a 25 combo on the old one, so I'm not sure how the combo system works. Have you tweaked it? Just thinking that you might have a couple of scores on the board now that are really hard to get anywhere near with this version...?

01-23-2013, 12:30 AM
The combo system only goes up to X25, and I've seen it done....not by me, but I was present when it was done. Besides, the only way to reset the scores (as far as I know) is to delete and republish, and I learned that lesson the hard way with my Pac-Man level.

Here is how the combo system works. When you make that first match, no matter how many rows it completes, counts as the first one. Each time a row is scored, it flashes a tag. Each time the combo logic picks up that tag, it advances once. It will keep it alive as long as pieces are moving. Once the pieces stop moving, you have 1.5 seconds to make another match and keep the combo going; otherwise, it scores your combo and starts over.

01-23-2013, 01:39 AM
I've managed a few 25x combos, just wondered what the point tiers were...no worries on the scoreboard front btw. ; )

01-23-2013, 01:54 AM
I did fix one thing with the combos, but so far, I've been unable to get a x25 combo to test it. Before, once it got to 25, it would stay there till you stop making matches, score the combo, then start over. Which means once you got to 25, any matches you made till it scored the combo didn't count for anything. I fixed it so when you reach 25, it instantly scores, then starts over. As I said though, I've not been able to confirm that the fix works.

02-16-2013, 04:50 AM
Looks great!

02-17-2013, 12:34 PM
I did fix one thing with the combos, but so far, I've been unable to get a x25 combo to test it. Before, once it got to 25, it would stay there till you stop making matches, score the combo, then start over. Which means once you got to 25, any matches you made till it scored the combo didn't count for anything. I fixed it so when you reach 25, it instantly scores, then starts over. As I said though, I've not been able to confirm that the fix works.

Seeing this new post made me realise no one had replied to your question. I am so rubbish at this level *sigh*, but I can at least confirm that if you get a 25x combo, the counter does then reset to zero and start again. :)

EDIT: I've just seen ApeCheese's review and it made me laugh

Addictive, like, sniffing-your-own-toes addictive!

Can't say I have ever been into sniffing my own toes (or indeed anyone else's) but he paints a vivid picture, lol!