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View Full Version : aer0blue Reviews "Factory of Mystery Part 1: Where am I?" (video review)



aer0blue
01-27-2009, 07:08 AM
Here's my review on gameguy888's level, "Factory of Mystery Part 1: Where am I?" It's my first review, so feedback on my approach and everything else is greatly appreciated (do keep it, however, in this thread (http://www.lbpcentral.com/forums/showthread.php?t=7888)). And yes, I'm well aware of the "uh's" and "um's". d: My thanks to gameguy888 for allowing me to Review his level. Enjoy.


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OCK
01-27-2009, 07:23 AM
Favorite part* "On a visual note this is supposed to be a factory, it looks more like a warehouse" lol. Nice review man :)

Voltiare
01-27-2009, 07:29 AM
Nice review. I, too, liked the conveyor belt. It seemed to work really well.

Trap_T
01-27-2009, 07:39 AM
"I recommend my strategy, which is... fly like a mo' fo'."

LOL.

NinjaMicWZ
01-27-2009, 07:40 AM
I really want to play that level... looks good.

I like that you take the time to point out the mechanics of things, and give them merit for whatever innovation they have - most reviewers really neglect that, or fail to recognize the mechanics of something. It seems like your review is geared towards a creator's mindstate than players, which I like.

Whalio Cappuccino
01-27-2009, 07:59 AM
Great video review. Can't wait to see your other ones, you made me laugh at some parts.

gameguy888
01-27-2009, 08:07 AM
Yeah, I admit that the visual elements aren't exactly my strong point. I was likely going to go back and tidy up a few things when I next got a chance anyway.

Actually, I meant to turn down the plasma balls during that section where you're grabbing the sponge, but I can see I forgot to do that.

To be fair about the story, it picks up a lot more in part 2. Part 1 is suppose to be more mysterious in that you get no real clues to your location.

Also... heh... unicorns... not really what I was shooting for (then again, they're not really suppose to look like anything in particular).


Stuff about the level aside, I enjoyed the video. You hit on some key things I should probably look into, and all the while managed to keep it a little humorous as well. You did a nice job for me, and I'm sure you'll do just as well (if not better) for others too. Keep it up! :)

Creative
01-27-2009, 09:49 AM
Nice review! :)

Elbee23
01-27-2009, 01:35 PM
This was a very cool review aer0, and a promising looking level gameguy. I look forward to the next developments from both of you. :)

aer0blue
01-27-2009, 05:44 PM
Thanks, everyone. Not much to do today, so I'll see if I can get working on the next one...if nothing comes up that is. -_-


To be fair about the story, it picks up a lot more in part 2. Part 1 is suppose to be more mysterious in that you get no real clues to your location.

Yup I thought so!


Also... heh... unicorns... not really what I was shooting for (then again, they're not really suppose to look like anything in particular).

lol I seriously didn't know what they were. I'm sure, though, that my sister would've said the same thing... some sort of "unicorn". :]


Stuff about the level aside, I enjoyed the video. You hit on some key things I should probably look into, and all the while managed to keep it a little humorous as well. You did a nice job for me, and I'm sure you'll do just as well (if not better) for others too. Keep it up! :)

I appreciate it! Glad you liked it.

CCubbage
01-27-2009, 07:01 PM
Very nice review. Your voice works well for it.

Just had a quick little comment (kind of a subjective point/counterpoint opinion). I actually kind of liked the elements where it wasn't completely obvious what to do next. It kind of reminded me of the "Tomb Raider" type puzzles where you stand there thinking "ummm... what do I do now?". Although I agree this idea doesn't fit completely into the LBP philosophy, it would be sad to see this idea disappear from all LBP levels.

Maybe if it was a little too dark to see the thing on the ceiling you had to shoot for it to drop - a dim light instead of a visual cue maybe?

aer0blue
01-27-2009, 07:08 PM
Just had a quick little comment (kind of a subjective point/counterpoint opinion). I actually kind of liked the elements where it wasn't completely obvious what to do next. It kind of reminded me of the "Tomb Raider" type puzzles where you stand there thinking "ummm... what do I do now?". Although I agree this idea doesn't fit completely into the LBP philosophy, it would be sad to see this idea disappear from all LBP levels.

Maybe if it was a little too dark to see the thing on the ceiling you had to shoot for it to drop - a dim light instead of a visual cue maybe?

Definitely. A little hint would've been nice. Even in Tomb Raider you notice something that just isn't right about that one rock, know what I mean? And I agree... Puzzles like that shouldn't disappear. I doubt they will, though. Heck, I make them too. :]

CCubbage
01-27-2009, 07:56 PM
Definitely. A little hint would've been nice. Even in Tomb Raider you notice something that just isn't right about that one rock, know what I mean? And I agree... Puzzles like that shouldn't disappear. I doubt they will, though. Heck, I make them too. :]
Such as making that ONE box bright red with a grab handle on it....

;)

(sorry, I'm feeling a little goofy today. Great review. And not giving the advice could cause a "Nerve Wracking" tag)

gameguy888
01-27-2009, 10:34 PM
I was kind of figuring the first room would be obvious enough. I'm fairly certain that if I were playing my level for the first time, my first instinct would be to try grabbing things. I mean... what else are you going to do there anyway? I've already ruined the puzzle in this first area once (you use to have to actually stack the boxes to get to the vent)... I don't really see how I can change it any more to not completely give away what to do.

As for the rest of the puzzles, I agree that more of a visual clue is probably needed. I was thinking that sponge wouldn't be hard to see since it's sitting right in front of the very bright electrified VR grid thing.

I dunno, I guess my instincts are just different from others... =\

CCubbage
01-27-2009, 10:45 PM
I was kind of figuring the first room would be obvious enough. I'm fairly certain that if I were playing my level for the first time, my first instinct would be to try grabbing things. I mean... what else are you going to do there anyway? I've already ruined the puzzle in this first area once (you use to have to actually stack the boxes to get to the vent)... I don't really see how I can change it any more to not completely give away what to do.

As for the rest of the puzzles, I agree that more of a visual clue is probably needed. I was thinking that sponge wouldn't be hard to see since it's sitting right in front of the very bright electrified VR grid thing.

I dunno, I guess my instincts are just different from others... =\
No, your instincts are not necessarily different. I don't think any author of any software can really tell how someone is going to react until it happens. You have to watch, see how they react, and then decide if it's the reaction you were looking for (Microsoft and other software companies spend MILLIONS to be able to figure out how people will react).

Just because there is an issue doesn't mean you have to solve it in a specific way, either. For instance, if you notice in the video things were a little dark in the box room so Aer0blue couldn't see where he was supposed to GO.

A visual clue could be a small well-placed LED light near the opening he is trying to crawl through (such as a simple hanging lightbulb, which could look appropriate). This would not ruin the puzzle (he could still see a goal of where he is trying to end up) and this could be the clue that makes him start trying out options.

Same thing with the sponge on the string - maybe lighting up that area of the room a touch would be enough for him to look around and say "hey, maybe I can use THAT".

I don't know anyone who can forsee all these issues, but if it ends up being an issue a small creative solution could help.
:)