View Full Version : Save Die Reload! (IGN featured)

03-16-2009, 08:23 AM
I have created a puzzle based level, that plays alot different than anything else I have played in LBP. It's called "Save Die Reload!", and my user is "CarlsenJeppe". It is designed for single player only.

The level is solely based on gameplay experimentation, and does not have any story, or good graphics.

I can play your level in return for comments.

Update: My level just got featured on IGN's "Level-Lovers Anonymous". Thank you to whoever nominated it.


IGN Video: LittleBigPlanet PlayStation 3 Gameplay - Save, Die, Reload@@AMEPARAM@@flashvars='object_ID=856680&downloadURL=http://ps3movies.ign.com/ps3/video/article/972/972247/lbp_gmp_savediereload_041309_flvlowwide.flv&allownetworking=@@AMEPARAM@@object@@AMEPARAM@@8566 80@@AMEPARAM@@ps3movies@@AMEPARAM@@ps3@@AMEPARAM@@ 972/972247@@AMEPARAM@@lbp_gmp_savediereload_041309_flv lowwide

03-16-2009, 09:33 AM
The level is solely based on gameplay experimentation, and does not have any story, or good graphics.

Very clever I must say.

- I really enjoyed the puzzles. I got stuck for a couple of minutes on the last couple of them but it was really rewarding, and completely obvious, once I realized the solution.

- It really does successfully make you think differently than you normally do in the game.

- I don't mind there being no story because I don't think it's necessary. But as you have stated, the visuals in the level are a bit lacking. This is the only thing that I can complain about ... and as is, the level is still very successful and got a heart from me. However, if you did up the visuals I really think it would improve your level.

03-16-2009, 10:21 AM

I spend quite some time making it (it being my first level, had some troubles with the editor) and designing the puzzles. I decided to publish it and get some feedback. If people enjoy this, I will propably feel motivated to add graphics later, or team up with someone to help me with graphics.

03-19-2009, 10:38 AM
i really had fun playing this level ^_^

very original concept, but could use visual detail

concept was 5/5 stars for originality
but overall 4/5 stars because of lack of visual detail

i gave u 5/5 stars anyway and a heart ^_^

03-22-2009, 12:19 AM
Ive just played your level, and I must say I loved every second of it. You have a great idea and the implementation is outstanding. It had me literally scratching my head looking for the solutions, when I finally discovered it was a great feeling.

The way you have think outside of the normal LBP rules is a masterstroke. Who would have thought of killing Sackboy to progress. I really enjoyed the level, my wife was transfixed as well, which is saying something when it comes to games :D

The lack of visual detail did'nt bother me one bit in the level, and I'm usually one for how the level looks. To me having things plain kept your eyes on what was important, the checkpoints, and not looking around the screen at what else is going on, it kept you focused.

Anyway, ***** and hearted, brilliant job, I hope you do more

03-22-2009, 01:15 AM
I am glad you had a good experience Grantos. Thank you for taking time to write a comment.

03-22-2009, 05:38 PM
I really liked your level. This was a great concept and I've never played anything like this so far in the community. You're actually kinda make me jealous because I like to do unusual things myself. :P

Everything is executed well but I got a bit screwy with some of the last puzzle, i'm not sure what happened but I guess some tweaking might be appropriate. If ever you can make this level look special, it's gonna fall into masterpiece land pronto.


03-22-2009, 05:42 PM
I was just wondering, do you know the game Karoshi 2.0? Because there's one level that's really similliar to this i think.. I haven't played it yet, i will tonight. But i think here you activate a checkpoint, make it move, respawn on a new place.. right? Because then i think i know how this will play :D

03-22-2009, 07:16 PM
Ranger: I am glad you like it. I haven't found any issues with the last puzzles, but it does get hard, and if you don't think carefully, you may find yourself in a bad situation.

Thommy: Yes, it is sort of a mix between Karoshi (Suicide Salesman) and Portal. Both great games :)

03-23-2009, 05:58 AM
Just played it and it's really unique. I liked it a lot. (by the way - check out the comments section of your level - I think the guy before my post left you some really awesome news about your level)

It's a real thinker of a level too. Clever puzzles and you caught me on the one with the jetpack - I'm going to think on it and go play again.

Nice work 5 stars & a heart.

03-23-2009, 09:01 AM
Thank you for playing.

I'm glad you are having fun. I promise that the solution to the puzzle you got stuck on is entirely fair and square, so give it another go at a later time :)

Just posted my level on the LittleBigWorkshop forums, and have been getting several insanely positive comment, so that is nice.

03-23-2009, 05:44 PM
This level is really amazing! I loved playing through it. It took me a few tries on the jetpack part.


I actually succeeded in reaching the two way lever the wrong way before i figured out how to do it. I kept throwing checkpoints in by putting them on top of the horizontal block and then going and pushing the button. They would fly up in the air and go inside. then I positioned them so they'd keep stacking on each other until i had one activated in the middle. then i killed myself and pulled the lever. Obviously this didnt work though cause then i was stuck down there and had to restart haha. Another time I tried this and accidentally died with the activated checkpoint in the gas, so i kepy respawning and dying til i was out of lives lol.

Great job though! i figured it out. :cool:

03-23-2009, 05:58 PM
Thank you for playing.

I'm glad you are having fun. I promise that the solution to the puzzle you got stuck on is entirely fair and square, so give it another go at a later time :)

Just posted my level on the LittleBigWorkshop forums, and have been getting several insanely positive comment, so that is nice.

OMG you're actually receiving feedback from that wasteland of a forum? Nice. You're lucky.


03-23-2009, 07:02 PM
ApellesJr: A few friends of mine who playtestet before I published, also tried to solve the last puzzles in some rather creative ways :)

Glad you all like it!

03-23-2009, 08:07 PM
Alright here's my review:

- Gameplay. The gameplay is unique, and hasn't been done in a lot of levels before, so you get points for being original :D The puzzles were simply set up, but still required you to think about what to do.
- Learning Curve. It's a good thing that you started with some really easy puzzles first, so the player would get to know the concept, and then gradually made them harder.
- Even though the last puzzle was quite good designed, and required you to do it nearly flawless (One time, i got to the switch, but didn't have a life left to spawn back up :S) I did figure it out really fast... Like, i saw it, and i knew what to do. I was quite dissapointed since a lot of people here were saying "Aww, the jetpet part is hard! Im stuck! etc.." so i thought, okay.. this is going to take me a while.

- The looks. It's not a really big con, since it's focused on gameplay rather than visuals, but you can keep a simplistic look that looks really good. It would be alot better than cardboard.

Well, sorry to dissapoint you but that was the whole review o.O It was a bit of a short level, so therefore i couldn't review a whole lot :P

Overall: Awesome level, great concept.. well executed :D

03-23-2009, 08:19 PM
Thank you for your comment Thommy.

About the jetpack puzzle. The solution is really simple, but entirely different from what you have done previously in the level. Some people get it fast, others will have to sleep on it. That's the thing about puzzles :)

03-24-2009, 12:39 AM
Thanks for your feedback on TRIAL of SEASONS part 1! As for yours:

I of course aced the level. ;)

Pros: I loved the concept, and I loved ramp up in difficulty of the puzzles. When I first started, I expected the whole level to be the same as most LBP puzzles, where even a five-year old could make it through with little trouble, but I actually found myself (happily) scratching my head in a few spots. You actually don't care if everyone finishes, which is a good thing. :) Genius concept and genius execution makes it... I don't know. Genius plus?

I'm not sure whether or not to count the music as a pro or con. It was unique and pleasant, but when the puzzles started to get difficult I actually wanted to turn the sound down so I could think. I guess it's just a preference.

Cons?: On the last (jetpack) puzzle, I actually did the exact same thing as APELESJR, in the exact same order. Ultimately, I think I was expecting an extremely complicated solution, and made it worse than it really was. (And if you mess up, you have to play the entire level over again). To fix it, I would make the door slant so that you can't balance anything on it. Or don't worry about it. :)

Everyone has already commented on the visuals, so I won't go in to it. I think a clean white "Portal" type look would be awesome, and wouldn't be that hard, if you wanted to make the change.

Overall, it was a fun level and is definately worth a try. Gave it 5/5 stars.

03-24-2009, 02:41 AM
Hey Carlsen,

I really liked the concept and execution of this level, the gradient from simple to complex is perfectly executed, and the gameplay is a nice change of pace from the truckload of shooters I've been playing lately.

The puzzles are enjoyable because they make sense - they fit into a paradigm so that it's logically possible to extrapolate the solution, and are therefore satisfying to overcome.

I do think that the visuals could do with a tweak though. I don't mean add more detail - the pared down style is perfect for this - but a few of the textures could be altered to give the level an overall polish. Like changing all of the electrical hazards to glass, and maybe changing the material of the doors - I felt that the rusty metal looked a little incongruous compared with the clean and unblemished material used for the rest of the level.

Maybe use black (or another colour) stickers on the checkpoints to make them fit into an overall visual scheme. Anyway, the details are really a subjective matter.

But these are minor misgivings in what is a refreshingly different and enjoyable level. Five stars and hearted.

03-24-2009, 05:36 AM
great level it was alot of fun and good change of pace. have you ever played the series by "sighwhatever"? in episode two you have to use this technique to progress through the level. my only recomendation would be to lengthen the teathers on the jet packs i see no reason for them to be short as they are. could have less jet packs(just spots where u stuck if take it off and have long enough to fly around whole area). it was good but was anoidd when iwent to grab anew checkpoint and flew over and had back up a bit becuase forgot to fly mnext to the next jet pack. would make that area fell and play smoother. other wise perfect executin really liked it, just wanted some more puzzles

03-24-2009, 06:31 AM
Hey - update - I figured the drag the save puzzle out! Just wanted to let you know I'm not totally blond! Great Level!

03-24-2009, 06:58 AM
On the last (jetpack) puzzle, I actually did the exact same thing as APELlESJR, in the exact same order. Ultimately, I think I was expecting an extremely complicated solution, and made it worse than it really was.

Exactly how I felt. I WAY overanalyzed it.

You actually don't care if everyone finishes, which is a good thing. :)

Sickivionkey, if you like these kind of levels you should check out my Demon Lord's House of Doom level. Not too many people finish, but honestly, I just made it the way I wanted to. I don't care too much about the number of plays.

Oh and about the visuals CarlsenJeppe, at first I thought that everyone was overreacting about the visuals, but the thought of a crisp white portal look sounds very intriguing. Maybe the speckled marble looking material...I dunno. It'd be easy to play around with.:cool:

03-24-2009, 07:30 AM
here's my feedback:

i agree 100% that your level is very original, and your puzzle goals were simple but its complexity of passing through obstacles get more complex further in the level.

also i do a slight gripe for your visual representation, not because of the way it looks i think it looks great for a puzzle level, im only griping about the jagged edges (which is minor) get your corner editing tool and erase those jaggies, i see them everywhere. fix that and IMO your level looks great the way it is.

well perhaps you can turn the only moving creature into a sponge bob but thats just me lol.

5 stars for originality and a heart.:):):)

03-24-2009, 08:17 AM
Thank you all for your comments.

deboerdave: I did not know how to make the jetpack range longer at the time of making the level :) I will fix this later. I have not played "sighwhatever"s levels, but I will check it out. I have not seen anyone use this game mechanic yet, at least not for puzzles.

Edit: I have now played his level, and it has a very similar concept.. We even have some basic puzzle resemblances. My level really differs in how puzzle focused it is, whereas his has some story/adventure elements to it. My puzzles are more varied and gets harder. His level is very cool though, and I encourage people to play it :)

Sikckivionkey: I will consider to make the door slant so that you can't balance anything on it. I will also consider to make somekind of sticky save system, so you don't have to play the entire level again. I, however, think that the sticky save system can interfear with the otherwise minimalistic design.

About the visuals. I have not used much time on it at all, but just wanted to keep it simple. I agree totally, that it is possible to create a similar simple design, with actual aesthetic value.

I don't want to rename my level "LittleBigPortal", however, hehe

03-24-2009, 01:02 PM
Well, it has been done before ;) Try looking for Zorro's Suicide Factory. There's 2 parts, and it uses the same concept, and is a bit more of a clone from Karoshi. Sure the concept is from Karoshi, but his puzzles are more like Karoshi. (Note, i'm not saying either one is better, just saying that his are more Karoshi-like :))

03-24-2009, 01:24 PM
Thanks, I'll check it out.

03-25-2009, 05:39 AM
I told you this on GameFAQs, but I'm not sure you saw it there, so I'll say again: I LOVE this level, and my roommate loves this level, and my friend we made play it this afternoon loved it... etc.

03-25-2009, 08:09 AM
Thanks Cowboy... I'm glad you are enjoying this.

03-29-2009, 04:27 PM
Played through this one yesterday, here are my thoughts:

- I love these kind of levels! One of the chaps from my friend list made a level with the same concept called "Suiciide!" but that one is way too morbid in its approach, when I showed it to other friends they just wanted to leave, it was so depressing. This one doesn't make me feel like a mass murderer of sackpersons. ;)
- The puzzles were fun, well balanced and the difficulty progression was top-notch as well. Great job there! I didn't have much problem figuring out what to do, but I did need to try three times at the last obstacle. Perhaps making that throw a bit easier will mean more people finishing your level, though that might not be your intention after all, some like extreme difficulty more. :)
- The ambient lighting and simplified look matched the concept very well, the problem is it shows the rough, jagged edges of the level a bit too much. Try flattening those surfaces to make the level look more polished.
- To be truthful, I expected a much longer level based on the difficulty progression, it felt a bit too short and ended too abruptly to me, but it didn't detract any from the fun. :rolleyes:
- One specific thing I'd recommend to change is at the moving electric block with the button on top of it that you have to jump onto. Replacing the two-way switch with a three-way one would make a lot more sense there, since you can position the checkpoint exactly where you want to, so you don't have to navigate mid-air immediately after spawning to make the jump. You still have to time it, because of the spawn delay, but it's a much more rewarding experience if you can set up where you respawn more precisely.

All in all, I liked it a lot and hope you'll do a sequel soon. :)

03-29-2009, 04:52 PM
Thank you, Sny.

I will publish an update soon, where I make the jetpack length longer, and few small tweaks. I will make more room between the gas in the final puzzle, to make it a bit easier.

03-29-2009, 05:18 PM
I enjoyed this level alot... Innovative and the learning curve was very gentle.
Good shot brother.

03-30-2009, 11:58 AM
On this level, i must say to each his own. I'm not a big fan of difficult puzzles, i just dont have the patience for them. however, in the interest of giving legit feedback, i played it all the way through. I gave the level 4 stars due to a lack of any visual appeal.

The Idea is a great one, with novel applications. I think that with this you could have made a better level. You have an eye for intriguing puzzles which would go great a bit more spaced out in a more in-depth level.

I've hearted you as an author, and will be watching your levels, to see if there is one that i will really be into. I apologize that i can't say i had a ton of fun with it, but each person has separate tastes. To anyone reading this, please don't take this as a knock against CarlsenJeppe, or his levels, because if you play this through, you will notice that he is extremely talented.

So to summarize my opinion of this level, If you like puzzles, give it a shot. if you don't like puzzles, please don'nt play this unless you are willing to give the level a real attempt and a legit rating because this level does NOT deserve a 3 or less rating.

03-30-2009, 01:06 PM
Time for my review :kz:

The idea of proceeding through the level with the concept of dying is nothing new. However you dodge this "been there done that" bullet by applying typical "Portal" gameplay elements and a genious sense for puzzles that have not been done that way and that is what makes your level unique.

On my first attempt I failed already at the second puzzle because I was so focused on plattforming that it did not occur to me what I had to do. I quit the level and gave a 2 star rating, until I read the description again and than it dawned to me.

A suggestion: maybe you should take one or two more mega easy obvious puzzle to familiarize the player with the concept. Explain a lot. Take "Portal" for example. They almost take half the time of the complete game to teach you the gameplay elements before they put hit you with the real puzzles. But maybe not everyone is as platform-conditioned and stupid as I was.

What was a bit depressing was the short period the level takes once I understood the concept of it. I was finally in the "flow" when the end came. It was fun but I could played a lot more, I hope you make a sequel.

The big minus of your level is the visual representation. I understand that you want your level to be steril and bland so the conentration is completely with the puzzles, but there is a difference between "clean look" and ... well ... "lazy look". It looks like you made one big block of wood and carved some tunnels out. You use light at one point (when the music changes) and it felt really refreshing. You should put some more effort into the looks of your level. No need for extensive decoration but play a little more with lights, colors and a little detail and if it's just that the floor has a different color than the wall etc.

This concept has still potential and if you keep coming up with so interesting puzzles like this one I am looking forward to a sequel. Maybe you should extend on the "moving portal" topic more to get the platforming back into play.

03-31-2009, 07:17 PM
Thank you for your detailed comments.

In terms of a sequel, I am thinking about making a coop level based on the same concept. It would be a very difficult design challenge, which is propably why I feel like giving it a shot! Coop puzzles, based on coordinated suicides :)

Must get a second controller. NOW!

03-31-2009, 09:18 PM
Or wait for the online create mode. I might just have a few ideas about that. I loved to play Portal a lot and played the export mode levels, too. Your level inspired me to some ideas, too. Maybe I should write them to you in PM and make some sketches.

04-03-2009, 01:12 PM
I made a few fixes the other day. So if you have not yet played this level, give it a try, and post your comments.

Most important fixes:

- The final puzzle has been made a lot easier in terms of timing

- The jetpack lengths have been made longer

and Fjonan: Sure, send any design ideas to me using PM.

04-04-2009, 09:21 PM
Save Die Reload!
PSN: CarlsenJeppe

Gameplay (9/10):
Very very innovative stuff here. You get introduced to the concept of suicide for the purpose of progression early in this level, then it ramps up the puzzle difficulty. By the end you will be thinking of new and exciting ways to off yourself in ways you never thought possible. No but seriously, there isn’t anything out there like this, and it was very, very well executed. I don’t want to spoil any specific parts, but if you like puzzlers, and you like the game Portal – play this now. Gameplay 9/10, minus a point for no enemies… even portal had turrets! (and a chunk of electrified dissolve doesn’t count as an enemy! Lol) Still great fun! I was really impressed.

Looks (6/10):
There was an unreal amount of effort put into gameplay – and just a somewhat decent effort into the looks. At one point the whole background and music and lighting and feel change, and that looks pretty great! But the rest is pretty bland. Other puszzlers like the Hyper Cube on page one right now or voltaire’s hate have a repetition problem, but are still more polished. So unfortunately for looks, 6/10. (Which is still decent on my scale)

Other Stuff (10/10):
Just like Jumper Red Zone, this is extremely creative. I haven’t played anything like it to date, and it is a lot of fun… High replay value due to its addictive puzzler nature. And hopefully the next one is longer, but length here doesn’t hurt enough to deduct anything so for the intangibles, a perfect 10/10.

Overall (7.5/10):
Looks hurt the score here, but that’s a good thing. Hopefully with the execution of the creator he will see this and blow us away with the next one. Go play this now if you’re a fan of Portal, or just puzzlers in general, or if you want a change of pace from typical LBP levels. 7.5/10

-Major issue is the looks… materials don’t really stand out and seem a bit bland. And I’m not a fan of Dissolve just sticking out soooo blatantly, sticker that dissolve up! Take a picture of the materials around it and hide it with stickers.
-the area where the music changes looks great! You actually use lighting well here too.
-In the next one, use layering more, everything is sooo flat in this level, I only remember one part where you jump down through the foreground with a gate rolling down a hill. Use of layering makes the level look more complex than it is, and simply impressed the average player.
-Not a fan of yellow gas, but that’s strictly an opinion, I didn’t hold this against you in the scoring
-Check out the teleporter concept here (http://www.lbpcentral.com/forums/showthread.php?t=8187). If you combine this with your ideas, like a hybrid of moving gates around AND teleporting to new areas – which I’m sure you can think of insanely fun ways of doing because you were so innovative in this concept… you could easily have a GREAT level, like front page great.

04-04-2009, 09:37 PM
Thank you for the positive review. I have put next to none effort into looks. It being your only downpoint, makes me very happy. I really wanted to make something different and gameplay focused, since I am kinda bored with the levels based on stories and visual tricks.

I already have some ideas for my next level, and it might turn out even better, if the ideas in my head can actually be realized, that is :)

- About layering. I avoided using it much, exactly for those reasons. It makes things look more complex than they are, and my puzzles are complex enough as it is.

Another review: http://www.littlebigland.com/forum/viewtopic.php?f=11&t=594

04-07-2009, 10:01 PM
I gave this 5/5 and a heart...

I think now that you have it built, you should work on the polish and whatnot...

Maybe have point balloons to see if you can do well enough in the puzzles to not end up with zero at the end...

Definitely one of the coolest concepts I have ever seen.

04-08-2009, 03:07 AM
Really cool level, I loved the gameplay in it. I think this level completely changes the idea of what is fun in a LBP level. I think the looks are fine, they're nothing flashy, but they let the player focus on the puzzles. The puzzles, on the other hand, are well thought out and very fun. Reminds me of Portal.

No need for F4F

04-08-2009, 11:02 PM
I think this level is wonderful. I haven't see anything like it but I loved every part of it. The puzzles weren't to easy while at the same time not being to hard that you have to restart the level multiple times. I can't remember the visuals exactly but I do remember them not being outstanding but still good and worked well with the overall theme.
The biggest problem I had with the level was that it was to short! When I reached the scoreboard I felt a bit disappointed, my actual thought was "Oh, is that it?". It's a wonderful idea and I hope that you keep with it and improve it/expand it. If you get stuck for ideas you could always open it up as a concept for others to work on or to contribute ideas to.
I would also like to contribute an idea: If possible, you could create something which counts if the player(s) have a 'perfect' score and died the minimum amount of times. Using this you could create a work around to the fact there is no Ace on this level. If the player only dies the minimum amount of times they unlock an extra prize or a key to a level with the extra prizes...you get the idea :)
Overall great level. Just to **** short!
I rated 5/5 and hearted...i think...don't bother doing F4F or anything with my levels yet...the current ones aren't that good

04-12-2009, 03:37 PM
Thank you for your comments.. I am working on a new level with a new, yet somewhat similar, concept.. It will hopefully turn out well.

04-12-2009, 04:25 PM
i'm not sure why but i really like the simple visuals

thought it had a nice atmosphere

04-13-2009, 03:19 PM
just checked it out. really cool idea. i eventually figured them all out. not too difficult but definitely not easy. i hearted it so i can play it again haha.

04-15-2009, 12:16 AM
IGN found this level:


04-15-2009, 07:36 AM
Holy crap!

Thank you dobi6.

And thank you to whoever nominated me.

04-15-2009, 07:55 AM
will try this when I get home.

04-15-2009, 02:41 PM
Yeah, I didn't even know they were doing that, and on top of that, this level is pretty new.. Congratulations, that should get you some good plays.

04-15-2009, 06:16 PM
Thanks.. I just made a few polish changes (timing in a few puzzles and such), which have bugged me for some time. Thought now might be a good time.

04-16-2009, 12:48 AM
Level was great! 5 stars and hearted!

04-18-2009, 05:20 AM
Congratz on your IGN feature! :)

04-24-2009, 09:08 AM
Thanks for the frank feedback on my level.

wonderful level, the puzzles were well done and not so difficult that it hurt my brain when doing them :P

like others have commented, its all somewhat plain, but i'm not entirely sure how you'd decorate it in order to spruce it up so to speak. I guess minimalist is a style in itself.

The level felt a little short to me, but i'm sure that all those doors took up a lot of thermo

look forward to whenever Save Die Reload! 2 is published, 5 stars and hearted.

04-24-2009, 11:37 AM
I am glad you like it. The thermo is actually extremely low on Save Die Reload. I kept it short and to the point, only putting in the ideas I felt were strong enough without any repetition.

A sequel of sort is in the making, with a new core puzzle mechanic.

04-25-2009, 05:59 AM
Lol. Why didn't you up the visuals with the left over thermo?

04-25-2009, 09:41 AM
I did not feel like adding alot of decorations, as I wanted it to look clean and simple. The other thing is propably that I did not have any great ideas for visuals. I find it weird that people always attempt to reach max thermo.. Why?

"Less is more" ?

04-25-2009, 11:12 AM
Have you played Voltaire's level, H.A.T.E ? It is a nice puzzle level, and he has a very simplistic visual style. Maybe it will inspire you?

04-25-2009, 12:21 PM
I played it. It is okay and looks fine, although I did not find the puzzles that great.

05-15-2009, 12:32 PM
Was just about to post this level in the recommendations part until I seen this thread.

I don't often get too excited about levels to be honest but this is just amazing. I love it so much. I am usually all about visuals and platforming and not up for any puzzle/story/survival or whatever challenges. This is testament to how amazing this level is though. It is easily in my top 5 favourite levels, the idea is just genius.

Coming up with the idea is one thing, but it then needs implementing effectively, and you get it spot on. The difficulty slowly increases until you get to the last head scratching puzzle. Absolutely amazing.

I posted it about it on the LBW forum too.

I cannot praise this level enough.

05-15-2009, 01:03 PM
I did not feel like adding alot of decorations, as I wanted it to look clean and simple. The other thing is propably that I did not have any great ideas for visuals. I find it weird that people always attempt to reach max thermo.. Why?

"Less is more" ?

Yep, i think the visuals totally work, I like the simplicity of it, it suits it. It's so clever, I played it a while back and enjoyed every second. One of the those levels that you have to just take your time with, and that moment of 'aaah!' when you get the solution, i love it. Thanks for for making it!

07-20-2009, 04:57 PM
Someone put up a youtube video of my level. If you have not played my level, stop the video after a minute or so, if you want to avoid getting all the puzzles spoiled.

YouTube - LittleBigPlanet: Save Die Reload! by CarlsenJeppe (HD)

07-20-2009, 05:02 PM
I played this a really long time ago but never posted here. This level was extremely awesome and fresh. I've never played a level like this before this one but now I look for them and have found only a couple (Zorro's Suicide Factory, Death to Succeed, Sackboy's Inferno 2). Great job on this, 5 stars and hearted.