View Full Version : "King O Side" is up people!!!! - I want to give you feedback too!!

02-08-2009, 05:29 AM
I want your feedback, and I will happily give you feedback too :)

I have spent well over a month building this level, tweeking and re-tweeking it (thanks to some great people with some great feedback)...

I focused very heavily on the looks and details in this level.

The king from across the sea is going to attack your land... You need to go to where he is and stop him. You start out on your land. Travel down and get in your ship and travel across the sea.

You will have challenges just trying to get across the water. I have mixed puzzles and paint-n-ator...

When you land you have to travel to the King's temple and destroy him.

Game name:
"King O Side"



02-08-2009, 06:02 AM
lol, I'll play it again tomorrow. CCubbage seems to think it's now fixed, sounds good to me!!! Too tired to play right now. later man... ohh and try my levels if ya want. peace dobi6

02-09-2009, 05:10 PM
I found this to be an excellent, clean adventure! Some well-done puzzles also.


+ Nicely designed
+ Graphics are clean and well-done
+ Some GREAT action sequences
+ Loved some of the special touches, such as the rope bridges that extended out.
+ The ending part with the areas of the building you had to shoot was fantastic.


- Not much to speak of, except a litte personal opinion. On the part where you had to shoot the turrets to extend the bridges - these looked a little out of place. If you just used glue to stick some mythical creature-looking things on the outside of them it would keep a little more with the theme. Also, the part where the face comes down out of the clouds - would probably once again fit a little more with the theme if you custom built a face with the face stickers.

But, minor quiblings aside I would highly recommend anyone play this level. As a whole it ranks among the better levels I've played on the showcase lately!

02-11-2009, 07:20 AM
I played this level, but couldn't get past a certain point. What are you supposed to do after you get the red, brown and yellow blocks lined up with the red, brown and yellow squares?

02-11-2009, 02:12 PM
If you get it right, and the square's light goes on, then the door opens up on the bottom of the screen, and you can go on to the ship.

You have to have yellow to yellow, brown to brown, and red to red... You have to reorganize the blocks, you can't just grab the first one and go up.

02-13-2009, 04:20 AM
Ok just played your level.

Great job. was really fun.

Loved the whole layout of the level, and everything, really great job. everyhtings put together nicely, and the puzels are really fun and challenging.

ok a few things that might need work. The plasma balls shooting at me in the first puzzel were kindof annoying. I dont mind danger, and I dont mind puzzels, but I hate when Im trying to figure out a puzzel but everytime I almost get it I get shot by plasma.

The boat ride seemed really really slow, and I wasnt quiet sure what the switch was for.

The boss was fun, but perhaps could have been a little more challenging, and the jetpacks could be moved somewhere else, so that I could acctually shoot him without accidently picking up a jetpack.

other than that great job. stared and hearted... people should really play this level,.

oh and my levels in my sig if you wanna try it out.

02-13-2009, 05:59 AM
I played this level, and although the ideas were great and it was for the most part fun, I also did encounter some problems. So here's a short review:

The good stuff:

- I like how it has a story, and how there are all sorts of elemental spirits who either help you or deter you.
- The puzzles are good.
- I like the boat ride. :)
- A very challenging level!

Stuff that need improvement:

- I experienced a problem with the boat. What happened to me was, I forgot to touch the checkpoint, and then one of those birds killed me. I respawned in the earlier section, but when I got to the docks the boat was not there. So I had to restart. My suggestion is, either: 1) you position the checkpoint on the boat where it's impossible to miss, so that when you die you respawn ON the boat, or 2) create a button on the docks. When you press this button, an emitter creates another boat and makes the previous one vanish.
- Also, I suggest you make some proper cover on the boat so that it'll be easier to hide from those plasma balls. The birds weren't a real problem for me, but the Storm Spirit kicked my @$$. His plasma balls were coming real quick so it was very difficult to dodge his shots. Needless to say, I lost all my lives at this point.
- The clouds. Maybe you can make the clouds a material that cannot be grabbed. I end up grabbing the clouds instead of the spheres. Not a big deal, but it might irk some less patient gamers. To keep the "cloudy" look though, you can just sticker your material with cloud-like material.
- Again, the clouds. Once one of the spheres fell to the floor. I was trying to pick it up, but I kept on grabbing the clouds instead. And then, all of a sudden, the sphere got destroyed. So I had to restart the level. Maybe you can make the spheres respawn in case something like this happens?
- I'm not so sure about your choice of music for some of the areas. For the boat ride and the clouds area, you chose lighthearted/silly music; It might be better to choose something that sounds more dangerous/adventurous.

As of now I can't give it a true score... But I'll play this again once you've made some changes. :)

02-13-2009, 02:11 PM
Thanks for the suggestions:


Thanks for the compliments and the good ideas.
I am going to get rid of the plasma balls at the box puzzle... That always sort of bugged me... So your complaint is a good one.

The boat switch isn't supposed to be tripped... It is part of a 5 part switch to make the boat go, but it got accidentally switched in the editing process.

As for the final boss battle... I had it a lot more challenging originally... But I got a lot of complaints. I will bring it back halfway. I actually wanted the jetpack where it was to help with the challenge of it... Make people a little more precise...
But I appreciate your thoughts on it.


I have taken all your suggestions (too many to individually name) and wrote them down :)

I may contact you to see about how to get that spawn issue on the boat..

There is actually a safe spot on the boat (right at the spawn point), but I will make it more obvious.

Thanks everyone, and I am going to get right on it this morning.

AND I will definitely play your levels.

02-13-2009, 04:19 PM
CHANGES MADE!!! Thanks everyone!

02-13-2009, 11:52 PM
I went back in and played this a little earlier (wanted to make sure my heart was on it) and MAN you did a nice job. I think you've about reached perfection. Every little piece of this game so done well.

NOW, considering how amazingly great this game is.... (don't smack me in the head, please... hear me out)

You have such a great visual style in this game, the generic LBP tree objects at the very beginning look a little out of place. In fact, I would be surprised if some people didn't immediately think "oh no, another amature level" and exit before they jump down and realize the game kicks some serious butt.

My suggestion: when you have time, sit down and draw a really nice, stylish tree which fits your level graphics (such as the same style as your clouds and water) and replace the 2 trees with your own. You would be surprised what a custom object at the beginning could do for your level. It may be the entrance that really makes people look at you as a pro.

But, even if you decide I'm "out of my tree" (heh), I think the game is fantastic right now.

02-14-2009, 12:40 AM
Very good level. I actually don't think you should remove the plasma at the cloud puzzle. It would be borring without them. I also think that at the boss the jetpacks are at the right place. Losing the paintgun on the ground forces the player to move around.

All in all a very good looking level. The forest, jungle or whatever scene at the beginnig look very good and random.

02-14-2009, 01:56 AM
Very good level. I actually don't think you should remove the plasma at the cloud puzzle. It would be borring without them. I also think that at the the jetpacks are at the right place. losing the paintgun on the ground forces the player to move around.

All in all a very good looking level. The forest, jungle or whatever scene at the beginnig look very good and random.
I TOTALLY agree with leaving the plasmas in the cloud. They aren't cheap at all - if you watch them you can completely avoid them, and it adds a lot to the puzzle. Without the plasma all you have left is a "move things to their color' puzzle, which has been done many times before.

02-14-2009, 03:32 AM
It was the forest puzzle that people didn't like the plasma... There were two emitters that kicked out an occassional plasma ball... They didn't quite work, and didn't do much to the puzzle, so I got rid of them.. No way would I get rid of the plasma in the cloud puzzle... I did slow the emissions of them way down so people wouldn't die like crazy... People were complaining about that...

Thanks for all the help.

CCubbage... You have been absolutely invaluable to the process. I am almost finished with a second level to publish, and I can't wait for your feedback on this one!!! Not as much story... But cool visuals.

Vanemiera... Do you have any levels up?

02-14-2009, 10:11 AM
Yes the Kikaiwa series.

What also would interest me: What mechanics did you use for the boat trip?

02-14-2009, 02:59 PM
What do you mean what mechanics? Do you mean the water? The boat moving forward? The boat rocking? The switch used to make the boat go when I wanted it to, and then be forced to stop when I don't?

The water is just a long strip of fabric on a piston.
The boat is really just a car (sort of).... The boat is a object you can win in the level.

It rocks based on a piston and a bolt.

The going, not going is part of a 5 part "and" switch... The switch on the boat is one part of it, a proximity switch on the boat is another, then there are 3 key switches along the way that when the boat gets close to, it stops the boat - in other words, the boat goes when the switch on the boat is flipped, you are on the boat, and when it is not near a key switch... When you are in the water, and you complete a task (like kill the birds) then the key switch (which is on a piston) goes down, and is no longer close to the boat, so it can go on. I put the proximity switch on it, so you wouldn't beat the clouds section, and have it just start rolling away with you still up in the clouds when you completed the task.

02-14-2009, 06:55 PM
Okay, finally got around to replaying this level. WOW. no problems at all (that weren't my fault :)) I see you've fixed all the problems that I've seen in previous versions, good job!!!

You even took out the catapult/car thing that seemed outta place, and a bit clunky. I know that probably killed you inside as I'm sure it took you much time to build/make. But I think it was a wise desicion to scrap that, as it helps the flow of the level.

Loved the "Boss" and look forward to part 2!!!

02-21-2009, 09:54 AM
Hello!! I played your game a couple of times last week, and I've noticed that you've been making changes to it. Well, in addition to my review last time, here are a couple of more things I'd like to say:

- the visual design of your level has a nice, retro look to it that I find very appealing. The bridges and the mountains were really nice, they reminded me of Ghosts and Goblins or something. Liked the ziggurat too.
- I know you've made changes to your level to make it easier, but before you edited it, it was very difficult. I also played your new level, and noticed that it is also as hard as hell. Bottom line is: you make difficult levels. As in Battletoads difficult. If that's your style, then that's cool. There are plenty of people out there who are into levels THIS hardcore. I myself enjoyed the challenge. However, there will probably be people out there who will get frustrated quickly with this kind of thing... you have to realize that the more difficult your levels are, the more "niche" they become. That's neither a bad thing or a good thing really, it's just your choice as a game designer.

02-21-2009, 03:09 PM
Thanks, Milo. Do you feel it is just the packed in platforming puzzles? and I should open them up a bit?

I am not trying to make them hard necessarily. I want to give them a nice challenging feel though.

Maybe I just need to label the ones that are up as more challenging.

02-21-2009, 06:52 PM
i had feedback for this level before TC never gave me a feedback on mine tho.

here's the link:


i demanad FEEDBACK!!! :grr:

02-21-2009, 07:27 PM
Sorry... I should have only had one thread... Learning... I am on it!!! :)

02-21-2009, 07:36 PM
Naaah dude... advertising your levels to to other sites is not a bad thing, its should be a good thing for you.

but you mentioned feedback 4 feedback on that thread and after giving you feedback well let me correct that its a Full Review pointing out every single pros and cons.. i would expect for you to atleast try to play mine.. and maybe even leave at least a comment or even criticize saying your thoughts of my level.

it was a deal you mentioned in that thread, perhaps you forgot, ill just assume that. dont worry tho im not mad. but it is a bad thing to leave people hanging like that.

i really liked your level thats why im saying this, youve got great potential, keep it up!

02-21-2009, 08:47 PM
You are right... I try to give feedback to people, especially if they give me some... I accidentally started a second thread about the same level.. .Hence the problem - didn't mean to snub you. I have only been checking the correct F4F thread, not the first one I put up... And don't worry... I am on it.

02-23-2009, 10:48 AM
i played the level and found it awesome, hearted :P
many pros to list, but ill just summarise saying original level, loved the crossing the sea bit, brill bosses

i lost my notes but remember some cons:

temple boss, kept accidently dropping my gun when walking on jetpack, can u move the jetpack and guns around a bit so players can avoid this

backround pure black, looks kinda plain cant u adjust it a bit so it looks foggy black or something? not just pitch black

lol i thot this was funny :P u sed my trap room in my shadow of the colossus level was cheap trick, u hid a single spike in a bush on a hill after the boat scene lol hypocrite :S

great level though, nice job! :)

02-23-2009, 02:12 PM
First of all, congratz on the Spotlight. :) You deserve it! :)

Do you feel it is just the packed in platforming puzzles? and I should open them up a bit?

Um, I'm not exactly sure what you mean by your question. Are you asking if your platforming puzzles are too cramped/crowded?

Well if that's your question, no, it's not the "cramped-ness" of the puzzles that are making it difficult. In fact I didn't really find the puzzle areas too "cramped".

Perhaps I felt that in some areas there were too many things going on at the same time. Like in the bridge area, there were a bunch of spikes coming from above and below, and in addition to that it was possible to fall in the holes in the bridge... It took real ninja skills to survive that. But I think you fixed the bridge area already, it wasn't so hard anymore the last time I played it. :)

Like I said earlier, however, I don't think making the level that hard is a bad thing. It's just that it's not for everybody, in the same way the game Ghosts and Goblins, though I think it was a great game, was definitely not for everybody (now THAT game was HARDCORE DIFFICULT).

It really is your choice. If you want to make your games more accessible to a wider audience, then I suggest making them easier. Set up your traps and obstacles in a way that will make them challenging, but that will also allow the player some space/time to think or for his reflexes to react.

I hope that answered your question! :)

02-23-2009, 02:56 PM
Wow... Did I actually get spotlighted?

How does that happen? - and where would I go to find that sort of thing?

Talmasca... OK, you are right... The spikes were a little cheap on my part. They are visible, but barely. I had a ton in the bushes on that hill, but people complained about them.

Maybe I should just yank them... They don't add to the level I think. I pondered about them a bit.

And your colossus level has awesome design... I just didn't like that one spot.

02-23-2009, 03:07 PM
Your level is on the community spotlight 8. It means the spotlight crew felt your level was one of their favorites. It's listed under the inactive area at the bottom only because at the time the spotlight was published your community activity was below 15%... but that doesn't detract from the fact that this level is fantastic! Nice work!

02-23-2009, 04:00 PM

How do you get your community participation up? just posting on people's threads?

02-23-2009, 05:54 PM
Yup, just using the site.

Your activity is now at 20%.... but last week when we submitted the spotlight you were 12%.

02-23-2009, 07:56 PM
At the last part, it gets kind of annoying when you jump down and lose your gun, because you accidentally hit the jetpack.

02-23-2009, 08:05 PM
I'm trying now your level,i will write here comments and feedbacks :P

The start is good, it seems to be a level with a god sotry. The platform zone is well made, and i liked the cubes puzzle, but it can be better if any cube is on a layer, it can be easiest.
Very nice the boat, simple and cool :P Nice the birds part too, maybe you can do the birds a little better ^^" Then, i don't know way, the fishes saied me that i can continue on before that i killed all the birds.
Wow, i realy liked the clouds part. Funny and simple puzzle, and you used very well the materials, to make real clouds :D
Argh! The Storm Spirit! Go away, go away!! Shot, shot! Ahah! SacBoy wins! Now i can continue my adventure!
I found a land! Now i can leave the ship. There are some traps! They're nice, but if you jump it's easy to fall in the second brige!
The spinning crosses zone is funny, you made many goods platform sections ;)
Oh, and now a shoting section! There are some turrets (maybe the turrest aren't very good in this kind of level), and they activate the bridges! Nice mix of platform/shotting ;)
Ah! There is something ike a boss! I must beat a little "ball" (XD) in a temple! Ok, i must shot to every target! Mmm... Ther eis a red light and an alarm sound. What is happening? Ah. A bomb! If i stay on the same place to much time, the alarm gets on! Wow, very cool and wellmade!
Fine, i destroyied all 6 target, now the final one...Done! Yeah, i won! Very funny, you had a really good idea with the "time alarms" ;)
Oh, the level is ended!
A short but good one! Congratulation, you made a very funny level, with a great grapich and a nice story, very various in gameplay and never too hard! I didn't see any kind of bug, except for the bridge, but i think it's normal. Maybe if you change the turrets with other things, it can be better ;)
Overall, very good level: 4/5 stars and traged "Varied" (i play in italian, so i don't knwo if the word is exactely this :P)
If you can, try my level Sack Quest, the topic llink is in the signature, and leave feedbacks ;)

02-23-2009, 08:16 PM
Also, I would have an option to reset the colored blocks if one of them decides to fall in the spikes.

By the way, is the second checkpoint right at the beginning really that necessary? Just a very small thing I noticed. Not really a big deal.

02-23-2009, 08:26 PM
Could you get them to fall in the spikes?

As for the jetpack's locations in the boss section. I wanted them to be there so it would be easy to land on them, to make the challenge a little bit more. You have tons of time to avoid the falling bombs, so I wanted to be able to have people have to plan where they were going a little bit.

02-23-2009, 08:56 PM
Okay, sorry for the late feedback, I was pretty busy recently ^^

The fantasy feel of the level was immediately captivating. The story was pretty basic, but enough to get me interested. The initial platforming segments were good, although I found the part with 3 blocks a little annoying, mostly due to the fact that everything around them was grabbable as well. I think it would be better for the flow to replace the surrounding structure with non-grabbable material, but that might be just me.

I really liked the ship ride a lot, but had a little problem with the next puzzle section, above the clouds. Since it was a color-oriented puzzle, I think you should tune up the lighting a bit, since I initially couldn't make out that all of the orbs had different colors. I actually had to restart the level here because one of them inexplicably got destroyed, don't ask me why >_<

The storm spirit made for a cool mini-boss, with a well-balanced difficulty. The last part of the level was cool too, and the so was the boss battle, although I think this segment suffered from a heavy thematic clash. Initially, you are thrown into a fantasy environment, with various spirits helping or obstructing you, and all of a sudden you have to fight automated turrets, and the boss throws bombs with a red warning light at you. Is the evil king's realm supposed to be more technologically advanced? If yes, why is he sitting in a temple?

Anyway, short but pretty sweet, and despite having to restart I definitely enjoyed it =)

02-23-2009, 08:59 PM
Thanks Serpit for the feedback... I will look into the fixing the block puzzle.

It was my first posted level, so I was learning quite a bit with it.

02-24-2009, 12:31 AM
Hey dobi, I just had the chance to give your level a play through and I had a really fun time with it. I really liked the look of your level and for some reason it made me think of old school Sonic and Mario games, the first half especially. Personally, I had no problem with the block puzzle and found it to be rather easy, but I can see where some might have trouble grabbing the blocks instead of the other material.

One of the highlights for me was the birds attacking the ship! I really liked that sequence and I enjoyed the entire ship ride as a whole. I did have a bit of trouble distinguishing the different colors in the cloud puzzle, but it wasn't too bad. The pink, red, purple and brown all looked a bit similar, but a closer look at my tv and I was able to figure them out.

I do agree with Serpit that the turrets at the end did seem a bit out of place with the rest of the level, but I don't think it's that big of a deal. I thought the boss's bombs were pretty clever. Forced me to keep moving!

I really enjoyed it! Well done!

02-24-2009, 04:10 AM
Thanks SuperComputer.

I appreciate it... I do totally agree with the turrets, and am working on some thoughts on that.

The block puzzle was more challenging before, I had some plasma balls in it,,, but people said they found them a pain... They weren't likely to die in the puzzle... The plasma was rather infrequent... But I figured if people were complaining, then maybe I should listen. I played it myself today, and sort of missed the deadly element in it... So I may try to add something back to that section...

Any thoughts on the turrets, to keep them more in theme?

02-24-2009, 12:42 PM
Hey dobi,

I played your level and enjoyed it very much - a nice mix of challenge and adventure. The visuals are simple but highly polished and the whole level has great character, the jump off of the ship into the cloud/lightning puzzle was beautifully executed and a pitch perfect change of pace from the shooting segment.

The ship itself had great character about it - nicely observed with a very nice little anchor detail!

The only issues I had were on the wooden plank bridge with the spiky stalks that popped up alternately - the camera angle is a little steep to the left, which made judging the distances tricky, and in the boss battle I kept jumping onto the jet pack by accident and dropping my paintinator! Maybe use just one jet-pack in the middle with a long enough leash to reach both sides? In any case - these are minor quibbles.

The boss battle was fantastic - a nice idea elegantly executed. It had a good opening scene with easy to work out but challenging objectives, and the bombs that drop if you hang about too long in one spot are a great way to change pace and ramp up the tension.

Very nice work.

02-24-2009, 02:26 PM
Thanks Boogaloo:

I will look into the camera on the wooden bridge.

I placed the jetpacks where they were to help with the challenge for the boss battle. The bombs give so much time that I wanted people to be a bit deliberate.

Thanks for the feedback.

I enjoy your levels :)

02-28-2009, 04:03 PM
I played the Ice level.

very nice, clean presentation, good choice of music. just challenging enough, your given enough 'trys' to get through the tricky bits. A nd finally I loved the big wheel portal thingy, fits together perfectly! oh and good prizes.

now the bad points. I got stuck behing the scenery near the start and the check points didnt light up properly all the time, Maybe reajust them a little.

Great level

hearted ;)

03-01-2009, 12:00 AM
Where did you get stuck?

I haven't had a checkpoint fail on my yet... Do you have a suggestion as to where they weren't working? So I can know where to tweek?

03-01-2009, 08:41 AM
Played you level the other night. It was very enjoyable. The puzzles were a touch of the similar, but with a unique twist, which is nice to see. The challenges seemed a tad easy to me, but as you know, I like difficult, so take that with a grain of salt. My only real complaint would be with the boat. I was messing around with it, and fell off (semi on purpose, semi not thinking) and I noticed as I died that I could see the machanics for how the boat moved. To me, this really detracted from the wonderful image you created.

My sugestion for this would be to make some gas equal with but behind your water, therby killing the foolish player before they can see the switches etc.

Other than that, a very fun and enjoyable level.

One thought that I recently had with my own level, and which you may like as well: Why not make your more challening level, and then lock it. The only way to get the key would be to play the easier version of it without dying.

Anyways, looking forward to playing your other level sometime soon

03-01-2009, 05:17 PM
One thought that I recently had with my own level, and which you may like as well: Why not make your more challening level, and then lock it. The only way to get the key would be to play the easier version of it without dying.

- this is a really good idea... I felt bad having to easy up the level so much because people talked about it being too hard.

Thanks for the good advice on everything!....

03-03-2009, 02:05 AM
I played it and liked a lot. The level has a lot of variety, with plataforming, puzzles, paintinator in the boat and two bosses.

The visuals are superb, and with the excellent sound effects, you created a very immersive level. The sections are very different from each other, and all of them are really well done.

Didn't notice any bugs or visible switch/dark matter.

Loved the puzzles and the final boss. He's really creative! Not hard, but requires some timing.

Gave it 5 stars and heart!

03-06-2009, 08:22 PM
some wonderfully unorthodox level progression.
a lot of fun to play...

in my opinion,
this level is a great example of thinking outside the box
..and a near-perfect representation of what LBP is capable of.

i love the rope bridges that unravel..
and i like, at the end, that you can't stay too long in the "easy to shoot from" areas (if that makes sense)...

the end pyramid thing is a little silent and sort of long-ish but i love the easy to figure out mechanics of what to do..

(of course i hearted this level)

Matt 82
03-07-2009, 05:29 PM
Tis a very good level.

I had issues with the small wynch that pulls you up onto the cloud god (?) thing. It was caught under the platform so I had to keep swinging and letting go to free it up.

I also found the placement of the jetpacks during the final boss to be irritating. Why not speed up the bombs to provide a challenge if it`s a problem?

Other thab those minor issues I loved it. 5 stars n hearted.

03-07-2009, 08:01 PM
Thanks for the feedback...

Unfortunately, to move the jetpacks would provide a gigantic problem at his point. They are on platforms that come up when you hit the button.

03-12-2009, 11:41 AM
That was really nice. Good story. Well-polished. Original puzzles.

+level design
+dark backdrop
+various scenes

-slow ship
-falling through bridge gaps

Sorry if i can't find anything bad to say. It was a good level. Though by your description, I assumed the level was going to be massive spanning more islands, characters, and challenges. It was a good level but kind of short.

Please review my level in my sig. Thanks! :)

03-12-2009, 03:56 PM
I will definitely play your level today or tomorrow (gotta go to work in a minute.

Sorry it was short.... It was a bit of Thermo eater with the variety of materials, and at the time, I was worried that people would get peeved about it being too long.

I am pretty happy for it being my first published level.

03-30-2009, 01:34 PM
Time for my review :kz:

That was the most frustrating beginning of a level I encounter in a long time. Not just did the stupid trees stand in the way of me seeing what I am doing, no the landscape made a turn down which ulitmately killed me 3 times before I even sucessfully grabed the stupid sponge. I need to get rid of that steam. Jesus, I thought I made the start of my level too hard but this tops it and I would suggest you tone it down a lot since it will frustrate from the first second.

One thing, a thing of taste: i did not like the black background. It depressed me and looked like the whole world has gone dark. It took out the feeling of depth and lighting. This did not change my opinion of the overall level, it's simply a style decission I would not have made.

I did not like the spiked infested wood in the beginning because I am a great fan of explaining why something is like it is. If you would have build ... say ... a garden of floyers who have spikes as their bloom I would have bought it, but this way it looked like a lot of spikes glued to a bunch of green and trees. I did not understand this even more so when I saw how much effort you put into the rest of the level which I would have missed when I would have died a fourth time in the beginning.

Once I got to the ship my mood brightened. This cute little nutshell of a boat fits my sackperson perfectly so I set sail for my adventures. The birds in the sky where no problem and I thought it was a nice idea but they could have been a little mor random and dangerous.

I liked the wind ghost idea and the puzzle up in the sky. A very good idea to break up the sailing. Also the ghost of thunder was a nice change of pace, a little too easy though. You should try to keep a sinus-wave-like difficulty of your level, starting low, going up a little, going down again, going up a little more and so on until to the final battle.

Once on shore I could not understand how you settled with the wood in the beginning, this here looks beautiful and nicely though throu. I liked the little puzzles, I liked the enemies. Only that I could fall through the planks of the bridges was frustrating again, this should never happen. I especially liked your extending bridge idea, that looked awsome and I just might use that idea in mylevel, really nice.

The boss fight was - unfortunately - not much of a challenge. One could easily shoot the targets by standing right next to the pyramid without any feat that a bomb might fall. By jumping around like an idiot one never sees a bomb at all. But it still was fun though and I enjoyed my time with your level in the end.

Would the level have another beginning and a nice background, I would have loved it, but this is - as said - taste. Your ideas and contraptions worked all very nice and flawlessly, the pace was nice and in the end this was a fun and solid piece of plattforming that I recommend to anyone who is looking for a good level.

03-30-2009, 02:07 PM
Awww. I liked the beginning. By the way.... have you ever fallen 50 feet down into a forest? I know it LOOKS fluffy but sticks are sharp - thus the spikes. :P

03-30-2009, 02:33 PM
By the way.... have you ever fallen 50 feet down into a forest?

No, you? ;)

Maybe it was just stupidity or a overall bad day, but when I can't walk like 10 meters and almost lost 4 lives it's frustrating and I wanted to mention it. :)

03-30-2009, 03:10 PM
Thanks Fjonan:

I understand what you are saying...

What is interesting is you have problems with a lot of the areas that people find easy, and find easy a lot of the areas where people complained a lot.

I got a bunch of complaints about the hardness of the boss, which is why it is the way it is....
I did get a fair amount of people being bugged by the wooden bridge.

Overall though, for my first level, I am relatively happy. There are a lot of things I would do differently if I were to build it completely again.

Maybe I will make a new background. Though, with the ocean part, it would make it a bit hard to do.

I would be happier for you to see my other level, than this one. I think it is more of a solid package.

And the level I plan to post to today I think is way better :)

03-30-2009, 03:43 PM
No, you? ;)

Maybe it was just stupidity or a overall bad day, but when I can't walk like 10 meters and almost lost 4 lives it's frustrating and I wanted to mention it. :)
I live in Florida. About half the vegetation has some kind of thorn sticking out of it (orange trees, palm trees....). Maybe vegegation in Germany are fluffy like pillows. I don't remember - the last time I was over there I had WAY too many steins of beer! XD

And keep in mind, Dob6 is from Arizona - a LOT of his vegetation has little spikes sticking out (Cactus!).

Of course, I doubt the setting for this level was Arizona. I don't remember many kings originating in Phoenix....

03-30-2009, 05:47 PM
Haha, maybe my perception of difficulty is a strange one, ask feloneouscat, he had to suffer throughe first iterations of my level which was jawbreaking hard.

Nah, vegetation in Germany is fluffy, the trees would even catch and hug you afterwards if you fall. Rabbit and fox say each other good night and everything is a blisfull wonderfull happy land of freedom and fun.

That what you would have gotten if you had drunken another beer.

@dobi: you could make some stars on the black sky over the sea, that would make al ot :)

03-30-2009, 06:11 PM
dobi: you could make some stars on the black sky over the sea, that would make al ot :)

You know, that is a REALLY good idea... I never thought of that, and no one else ever brought it up either...

I might just do that :)

Or else, I will be sure to do it on my next one... :)

04-02-2009, 07:48 AM
Hey Dobi,

Don't know if you're still working and tweaking this level, but I played it and wanted let you know one thing I found (well two actually).

After the cloud puzzle, I rode the cloud back down as instructed, but the ship just stayed put. I tried everything - I shot the paint, I pulled the switch, I jumped back up on the cloud and went back to the puzzle... nothing did it. During all of this trial and error, I jumped off the stern of the ship from the back plane, and was able to drop safely into your underpinnings. And as long as I stayed in the back plane, I was safe. So I ran to the far left and was then able to jump down to the floor of the level (BTW - did you know there's a tree laying on it's side down there? :)).

Anyway... you might want to extend the hazard under the water.

Oh, and when I finally did the popit-retry, the ship started moving again! :confused:

Very nice level though - especially for a first!!

04-02-2009, 07:38 PM
Well, the ship won't go anywhere unless you are on it... There is a proximity switch on the ship to prevent it from going...

I know there are problems with under the water, but for a first level... I have been pretty happy :)

I did not know about the tree -- haha

04-03-2009, 01:35 AM
Good stuff. I liked everything except the jetpack color-matching part...and I always hate those.

Presentation was great, story was cute, and I loved the ship.

Even with the ginormous arrow, it took me a while to figure out what to do after taking out the king.

04-03-2009, 04:42 AM
Even with the ginormous arrow, it took me a while to figure out what to do after taking out the king.

haha... I am glad you figured it out.

I just hope to get better each level :)

04-09-2009, 06:54 PM
I know that this level has received quite a bit of attention and has been spotlighted as well. Congratulations on that by the way, but I wanted to play it for myself to see what all the praise is about.

I enjoyed this level quite a bit and it felt just the right length. You have a diversity of play environments and challenges that I was satisfied when it was over to have accomplished the level and wasnít hankering for a longer level. But by that same sentiment I am looking forward to playing your other levels as you have managed something very difficult here. Youíre first level is fun, challenging, well built and good to look at. With hundreds of thousands of annoying, bare and broken first levels youíve done a great thing here.

Not to say that the level is perfect but rather that youíve put a lot of work into the level, fixing areas and youíve done a good job.

Iíll point out some things I noticed and some general comments.

I didnít scrutinize your text for spelling or grammar problems but I did notice in the first text bubble of the level that it seems as though you are missing the Ďisí from the sentence. I paraphrase a bit here but you say something like, ď. . .there is a bad man over the sea who making weapons . . .Ē and an Ďisí between Ďwhoí and Ďmakingí makes this a bit clearer.

In the beginning just after you jump to the platform with the second prize bubble, before you descend to the block puzzle I noticed a purple magnetic switch and key just off to the right of the screen. These could be made invisible if you are wanting to hide these types of devices.

The block puzzle was straight forward and didnít break for me though it takes a little work as just about everything around the blocks is also grabbable but Iíve gotten used to this type of level design and donít think it is a critical problem.

I didnít have much problem with the birds and the cloud puzzle was a good variation on the matching colors puzzle. The plasma balls seemed a bit random and that made it more challenging though I tried both avoiding them, timing them and just ignoring them and had about the same success with all three strategies. (i.e. I died a bunch but didnít run out of lives, thank goodness.)

I ran into a the same issue brought up earlier in that after I dropped back down after finishing the cloud puzzle the boat didnít start moving again. I sat there for about a minute then started pulling the switch and jumping up on the different parts of the boat until eventually it started up again. Odd. I love the boat by the way, the proportions, design and details on it are all very well done and youíve done a good job on the wave and swaying mechanic. It gave a great sense of movement and got me a bit dizzy for a bit.

The last section was fun and a good break to the types of gameplay presented so far. I did lose two or three lives making it across the long rope bridge as I fell through the planks on the far right side. This is a hard spot to fix because it seems that the steeper angle on this side makes it easier to fall through but you may be able to use the corner editor to pull the bottom or top of the planks toward each other to close the gap enough so that it is safer to cross.

The MGS turrets seemed to fire very fast and I didnít see cover. (Or I died so quickly that I didnít have time to look for cover.) However it wasnít too hard to get past this area so it seems a small thing. The extending bridge is also a very clever device, I like it a lot. The pyramid at the end is also a good variation on the paintball mechanic.

It did take me a bit to figure out what was required, the paintinator switch is easy enough to see but the covering panels disappearing was a bit subtle and I missed it for a while until I realized that the bottom row was now open and ready to fire at.

I like how you didnít explain everything and hold the playerís hand and let me figure it out for myself. It is a fairly obvious puzzle so it shouldnít need much explanation. I also appreciate the challenge that he jetpacks add to the end and the timed bombs as well made this a fun conclusion to the level.

I donít quite remember the bad king of person who I was supposed to go after. Was it the circle in the top of the pyramid of will there be more levels in this story?

Good work here on this level.

04-09-2009, 07:08 PM
Yeah... The king is inside the pyramid... - He is actually made out of a bomb, so he blows up when you kill him...

You are right... There are tons of things I would tweek if I made this level again... I am not sure I would do the turrets...

I would do something different there.

My middle level, the Glass one is my most technical level (at least as far as building it)...

But I had the most fun with my last one.

See "Little Dark and Stormy Night" for my comments to you there.

04-09-2009, 07:20 PM
Actually I played this awhile ago and fell into the water (in the ship area) and I saw how it worked and everything, lol. (If you haven't) Maybe you should put gas there?

04-23-2009, 08:07 PM

+ great design overall
+ the ship part, especially the birds and the storm spirit
+ expanding rope bridges
+ very fun concept


- your blue gas under the ship is not high enough. I accidently jumped off it without dieing and landed under it so I could see the working parts.
- hide the switches in some places, like the sensor switches on the bird

gave it 4 stars and tagged it FUN

04-23-2009, 10:47 PM
Played this a couple of days ago and it is really fun,
I couldn't work out what to do at the puzzle the first time and so got frustrated, maybe put a text box in there?
However, your my favourite creator so I knew I had to find a way past, and eventually I managed to get through. I liked the other puzzles and boss fight, but again I think more text would help. All in alla a fantastic level, 5 stars and hearted!
P.S Where is your lost under glass level? I was looking for that but it wasn't there. Also, how do I heart a creator?

04-23-2009, 11:41 PM
Played this a couple of days ago and it is really fun,
I couldn't work out what to do at the puzzle the first time and so got frustrated, maybe put a text box in there?
However, your my favourite creator so I knew I had to find a way past, and eventually I managed to get through. I liked the other puzzles and boss fight, but again I think more text would help. All in alla a fantastic level, 5 stars and hearted!
P.S Where is your lost under glass level? I was looking for that but it wasn't there. Also, how do I heart a creator?


Lost Under Glass should be there. If you play one of my levels, there should be an option to find other levels by the creator... Try that...

Or search for my PSN... I saw the level just there today.

Thanks for the compliments. King O Side is my first level... I would do a lot of things differently now.

As for hearting a creator... Click on their little square (looks kind of like a polaroid). This shows them, and there is an option to heart them. Again, Search for my PSN.