View Full Version : Yes, use F4F Little Big Thief: Lord Bafford [Spotlighted!]

03-17-2009, 01:23 PM
"Tonight Lord Bafford is out of town. The perfect oportunity to steal his precious crystal scepter. I wonder if this is going to be as easy as it seems ..."

I finished my first level. Inspired by my favourite game of all times "Thief" from Looking Glass Studios I try to create something that catches the dark atmosphere but is is still a LBP platformer with some new ideas - a very unique visual style - and a lot of secret areas for those who want to beat the top score.

I would be very happy to read comments from you, good and bad and some construtive critics.

I hope you enjoy the level. Here are some shots I took with my very bad digital camera:


The level has been revised by me several times already. To see what I changed simply look into the comments, I always make a short notion after republishing.

A big THANKS go out to:

Yaso and his friends
Ryokuofdeath for a nice icon
everyone at LittleBIGWorkshop who helped me and provided me with inspiration.

Specal thanks go out to feloneouscat and Thrain, who helped me especially lot with giving me in depth critique. Thanks a lot guys.


Now with videos on Youtube, even in HD quality, check it out, big thanks to sackboy223. Click on the video twice to go to youtube and you can watch it in HD, it's worth it.




A video review by the infamous Beethy:


A full level, HD video by Chimpanzee (Thanks a lot, dude!):


03-17-2009, 02:39 PM
Welcome, Fjonan! :D I'm glad you decided to register here at LBPCentral, I'm sure you'll find the guys to be much more helpful (and talkative) on levels than over at LBW.

I've already reviewed your level over there, but for those wondering, I'll sum it up here as well: This is the only 3D game-themed level I've played that lives up to its source of inspiration in quality.I'm sure others here will like it too. :)

03-17-2009, 05:10 PM
Maybe make a platform that goes out to get into the first hamster wheel. As I had to jump ontop then jump down to get in. This was after a few attempts when I died. The second hamster wheel is very tricky to get through the rotating wheel. Not a bad thing just that it may put people off.
I enjoyed going up the steps in the wheel, keeping up the momentum.
Looks really nice with good original challenges. 4 *.

03-17-2009, 08:39 PM
Hey sny, thanks for your support. I will write my review of your level in this forum, too.

@bindibaji: Thanks for your review. I wanted to rework the wheel car and will do so, soon. I look into the platform thing to make it easier to get into the car.

03-17-2009, 08:59 PM
Your level is very good, a great grapich, many funny gameplay sections, a good story and very good atmosphere. All the level was very well made.
I really enjoyied some parts, like the sectrion where you must stop the electric pistons with the wood cubes :D The details are very curate and you used very well all the materials. The only thing that bored me was the hamster whell, the second part. You go inside the mansion of Lord Baffor, but why you must walk with an hamster wheel in his house? Maybe it was better to add other platform section, or better: some enemies! In a level based on a thief story, there must be some guards :p
The lenght of the level was good, it was overal very funny, and you did a good job!

+Grapich and Atmosphere

+Gameplay sections

+Good lenght

-The hamster wheel, expecially the second in the mansion

-The level needs some enemies :eek:

4/5 stars :hero:

If you can try my level Sack Quest, the link in in the sign. Leave feedbacks ;)

03-18-2009, 02:22 AM
Ok, just played this. First of all, I really liked the level and had fun. The visuals are done well, and I enjoyed the platforming in the first part.

Then there was the wheel.

I get the feeling the hamster wheel COULD be fun if it worked smoothly. I have no problem with the mechanic, but the wheel contraption that the wheel rolls on doesn't have completely round wheels, so it is INCREDIBLY frustrating to work - and actually is difficult to get rolling at all sometimes when it comes to a complete stop.

If you can get this rolling nice and smooth, I think it could be a lot better. Not only that, but if it rolled quicker and picked up the pace it could actually be a lot of fun.

Now, the boss at the end - I thought the boss was going to require some work, but instead I just grabbed the prize and dragged it with the boss following for a few seconds. I kind of expected more out of the boss, but that's more of a subjective opinion - I don't think it affected my rating of the level in the end.

Nice job!

03-18-2009, 06:59 AM
Dante95: The freaking wheel. I get very different opinions on that. Some like it a lot, some find it not suiting at all. I fully understand that it does not fit into the Manor concept at all, but I thought it was a lot of fun to play (still think so) and explaining everything is not what I could achieve to my and everyones satisfaction. For example why do you have to go down and deep to get into the manor? Why is there so many gas in the cellar? Who the hell would build a ramp and electrical stompers in the sewers etc.

I know its a wide shot, not everybody thinks it fits and I am aware of it.

The enemies, yes! I know exactly the point but - believe it or not - I simply could not create an enemy, that suited my needs. I was only able to buy the MGS pack a few days ago, a week after I published the level, and there are some nice things I can use (a user named feloneouscat had extracted some sensors so I can make enemies "see" you when you are in front of them etc.) to make suiting enemies and I will most definately add those in future Thief levels. I do not want to completely throw over Lord Bafford and think, that I have learned my lesson. To cram in some guards now would not fit what I had in mind, there is simply no place for them to bother the player except for maybe 1 or 2 spots.

That the platforming got a little short ... yeah ... it was really late when I noticed that. I had so many ideas in mind I wanted to realize that I made the beginners mistake to not spread them evenly over the level with some basic gameplay (platforming) in between.

CCubbage: I will look into the second wheel section. The problem I have is, if I make it too smooth, there is no challenge at all. It is possible to keep the wheel rolling well through the level, but you have to time your jumps right. But for one player it is hard some times, that is right.

The Boss at the end. THAT one is my biggest issue with the level. The Thief Series I based the level on offers the player a lot of possibilities to do things or not. A boss fight would not fit into that concept at all, so I wanted to keep the boss as optional as possible. To make some kind of fight or stand off would simply not follow what I have in mind with "Thief". A Thief would most definatley run away and not face the boss. This is the reason I build the boss that way. The thing is, if he catches you, the scepter dissappears and you have to "go home" without it, but do not fail the level. If you want to ace it, you can leave the scepter and not face the guard at all.

What I did not right, was the chase, it is too short, it is too easy or too hard, depending on how good the player understood what was happening and there is no real sweat in bringing the scepter out, maybe I have to make the chase more challengin in one part, and more obvious in what is going on on the other part. Stretching it, showing the player "Hey look out, he is coming to get you!" and make some kind of parcourt you have to get the scepter through. I will rework it, thanks for your input.

Thanks a lot for your reviews, this is what keeps me making the level better and collecting ideas for my next one (which I already started, to make a sequel to this one). I will look into your levels as soon as I get back to my playstation.

03-18-2009, 12:13 PM
In all honesty, even though it seemed short and easy I thought the boss at the end was fun and probably won't result in lower ratings.

I'm going to make a suggestion below, then I PROMISE I won't belabor the point anymore. It's your level and you should definately make it the way you like it.

The wheel - at least TRY this yourself and on a few people to see if it works - make the smaller wheels round so the contraption is responsive, then make the big spinning wheel go faster to add challenge. Also, in the first area you could add maybe a gas obstacle to that one to add a little challenge.

If you're trying make it challenging, adding frustration is not the way to go. Unresponsive controls is definately not a good mechanism for adding challenge. However, if the wheel is FUN but challenging, you will get much higher ratings on your level.

Ok, now I won't mention it again - I promise.

03-18-2009, 01:29 PM
No no, I am happy for any ideas. The Wheel ... i worked the whole evening on it yesterday to come up with a better manouverable one, and believe me i do play the level myself and try things out and have my friends try it too.

The first big spinning wheel, do you mean the one with the electry plugs on it? If I make it faster, it gets a lot harder to get past it.

And it is not that easy to just make the small wheels of the Wheel Car round, they have to be light as well and go well with the big hoop. It is a really tricky thing - this Wheel Car - and it makes me sad that I did not quite pull it off as I would have liked.

Maybe I have to build in some motors that help the player controlling it to manouver it indirectly but this could bite me in my behind once I have more than one player. By the way, playing the level with 2 players is a lot more fun, as usual. :)

And ... I did not add frustration on purpose. Just to mention it :P

03-18-2009, 02:25 PM
I understand. I'm not trying to be critical, just saying for 1 player on this part it's immensily frustrating trying to get it rolling, so I'm trying to be constructive and think about how it could be corrected. Honestly... I personally don't play 2 player too often so I judge levels based on 1 player. There were a few times where I just couldn't get it to roll.

I was referring to the first wheel that you roll on top of the 2 wheel cart. You roll it to the right and a platform lifts the wheel up to the next section. Here was my exact experience with the whole area:

Got on the wheel and started it rolling. Thought "hey, this is kind of cool". Then I realized how difficult it was to get to roll to the right. Got it near the wall and it quit rolling. Thought that was as far as it would roll, but nothing was happening. I thought "hey, maybe I'm supposed to be on TOP of the wheel". Killed myself and respawned another one and spent a while trying to get on top. Went back to getting in the wheel after a while. Tried over and over again. Almost gave up and left the level. Finally I got it to roll to the right far enough so that the platform lifted me up (I thought - oh THATS whats supposed to happen). Got to the next part where I had to roll it under the big spinning wheel. Had a LOT of difficulty rolling it. Got it close several times and the big wheel pushed me to the left. With great difficulty I managed to get it to roll but it kept getting crushed and I kept dying. Lost all of my lives. Went through the entire level AGAIN. Got up to the same point. Got in between the spokes on the big wheel. It pushed my wheel to the right off the cart so I died in gas. Several more times tried it, and FINALLY got through it.

All in all, it took me about half an hour to get through this section. Now, keep in mind - I'm one of those players who tends to make it through the most difficult levels pretty effortlessly. I truly understand the weight of multiple players could help in the wheel sections, and if that is your preference that's fine - but you may want to put a disclaimer to that affect.

03-18-2009, 03:41 PM
OMG that is awful. No I did not design it for 2 players. I am astounded about your problems. It shows me that I am so blind for the difficulty ... I do not have real problems in your described section at all, honestly, maybe I got the timing in my blood after all the creating and trying.

Thanks A LOT for trying so hard, I guess that is where a lot of players just gave up. Mh ... I think I will try my idea with a motor enhanced Wheel Car, that helps indirectly (without the player noticing) and make it obvious somehow that you have to ride the wheel up to the wall completely. Maybe even work out the drawing on the whall showing that you are supposed to be IN the wheel and not ontop of it.

Thanks, your description helped me a lot.

03-21-2009, 02:54 PM
Ok: I loved the level... Some really fun stuff.

My notes:

Right after the long slide, your sack just goes sliding right to the electric death stompers. Because of the camera, you are not sure if you what to do. The railing you have there didn't stop me at all. Not sure if it is supposed to.

I thought the electrical death stompers were very cool.

I did notice that I could see radios some time after the hampster wheel section. I don't know if that was your intention.

03-21-2009, 04:43 PM
The radios are visibile on purpose cause i think they look nice. Thanks for playing it. The thing with the camera after the slide is this: I wanted you to be able to see the grabable drop hanging from the ceiling so you know when to jump to get it (it is a secret area up there where you can get some points). So I needed the camera to give you a chance. I don't see how I could prevent you from falling into the gas or under the stompers, some players do, some not so I just think I leave it that way but thanks a lot for the input, I try to prevent such things in the future.

What did you think about the finish? Did you get what you had to do at the end?

03-21-2009, 06:05 PM
I am not sure what you mean? I got to the point platform... I think there was a secret area off to the side, but there was nothing preventing me from going to the point platform.

BTW, I liked the half burning spinning elevator things... But they are possible to circumvent by just dropping down carefully.

03-21-2009, 08:47 PM
Yeah, I know this is part of the concept :) but this way you will not get all the points in the small rooms at the side. Maybe I add another secret area that you only get if do NOT drop down.

At the end there is a guard who does not want you to get the scepter.

BTW: I made the radios dissappear, you where right, it looks stupid on something like grass.

03-21-2009, 08:59 PM
Ah, yes... I remember that part.


03-21-2009, 09:00 PM
I'll play it later tonight, when I am in front of my PS3.

You can give me feedback on my level "Save Die Reload!", user: CarlsenJeppe.

My thread: http://www.lbpcentral.com/forums/showthread.php?t=9714

03-21-2009, 09:56 PM
Ok I will :)

03-22-2009, 12:07 AM
The Thief games are one of my favourite series of all time to. I was looking forward to playing the level. Here's what I thought as I play

+ Nice visuals at the start, i like the houses, they set the scene well, the sewers look good also.
+ Like the platforming you've got the level, the rotating fire platforms moving up and down in the sewers in particular.
+ No problems with the wheel. I actually enjoyed these sections, especially where you had to use momentum to get the wheel up and over obstacles, nice use of the physics.
+ Some nicely hidden point bubbles, I love exploring levels trying to find them

- The electrified barrells in the cellar did'nt really fit theme.
- Proximity switches visable, you've mentioned this above, but I prefer them hidden :)
- The boss, by the time I had read the text, he'd killed me, and took off with the sceptre, I just strolled out the level to the end.

Good level all in all. You had some nicely designed platforming elements. The level used good materials that kept to the theme and it was nicely detailed in places. I liked the wheel sections, using your momentum on the last sections was a nice idea.

I could only find two little nitpicks that were wrong with it, and the boss, which I never really saw, he was off and away in a flash :)

I'd like to see more of these made, it was an enjoyable play.

**** and hearted

03-22-2009, 12:39 AM
I've played it. It was okay.. Some notes:

- Make it easier to crash the wall with the swinging block. Maybe somehow just release the swinging block, instead of grabbing it and dragging it around.

- I found the part where I had to get over obstacles by running inside a large wheel to drag on for a bit too long and repetitive.

- The boss: Like Grantos mentioned, I did not really experience it. While reading the dialouge pop up, I got killed, and when I respawned the boss was gone.

Keep up the work, check out my level "Save Die Reload!", user: "CarlsenJeppe"

03-22-2009, 12:11 PM
Mh ... the **** wall ... sometimes I can crush it with the first swing, sometimes it takes a lot more. I already made them hollow and out of styrofoam. maybe I will implement some invisible helping mechanism because I still want the player to swing and crush the wall himself.

The boss is a real thorn in my flesh because some realize him some don't. That he dissappears after killing you and rescuing the szepter is wanted but maybe not made clear enough.

I will look into your levels as soon as I can. But since I like to write in depth reviews it might take some time.

03-22-2009, 02:27 PM
As for the styrofoam blocks, maybe make a small wedge of dissolve that goes away when the ram hits the wall - making it topple. - just a little wedge.

I remember having a lot of trouble at that part too, now that I think about it.

I never did get the septor either. So I guess I didn't realize your boss the way you invisioned it.

03-22-2009, 09:01 PM
Hey Fjonan I played this level today, here are my thoughts


- Really great looking, I really like the colour and all the detail in this level, especially at the start when you are in that village/town. (This got 3 of the stars that I gave you.)

- Some great gameplay, most of the gameplay I really liked, the gameplay I didn't like I loved the idea's.

- Nicely hidden point bubbles and nice little extra challenges.


- Some visible switches.

- Some parts were frustrating, not challenging. You had some really impressive gameplay idea's you just didn't present them cleanly enough in my opinion. Also, I suggest making the bit when your in the wheel easier.

- Boss too quickI think it could of been a really cool chase but it lasted a few seconds.

Gave it 5 stars and a heart, 5 stars because I really appreciate it when creators go into alot more time making their level look nice. Plus, it is really fun and challenging with very minor setbacks.


03-22-2009, 09:18 PM
Thanks a lot for your review! Which things did you find frustrating? Which was not presented good enough?

Well after you mention the Boss, too, I think i will rework the whole section.

Nice to hear you appriciate the secrets and the visuals. I gave it a lot of thought and wanted it to suit the general idea of the "Thief" series.

Is there a level you want me to review from yours?

03-22-2009, 09:32 PM
Hmmmm, the bits that I found frustrating were the hamster wheel and the other wheel section in the cellar. Also my advice is to make the things a little less frustrating and remake the boss at the end so it's little bit more epic. Delete the one that you have published then publish it again so you can start with a clean slate.

Also I wouldn't mind if you played and commented on my levels, cheers.

03-23-2009, 06:51 AM
No, I will not deleted it. If it has to grow better over time, so be it.

Could you say what exactly is frustrating? The statement "It is frustrating" does not help me a lot by itself. :)

03-23-2009, 05:37 PM
The bit in the hamster wheel wasn't really frustrating for me, but because the post things are too high and at first it seems like you can't get the wheel over, people will just give up and rate it badly. I think you should take CCubage's advice on it. You could make that section really fun.

03-23-2009, 05:55 PM
Just keep in mind - a change to the wheel COULD be a very minor change - just a tad more responsive by taking a bit of the edges off the wheels on the cart. Once I had practiced it a bit I had no problem either, but you aren't going to get that chance with 99% of the players so I gave you my first-impression experience which is most important.

And I gotta say - I personally wouldn't write as much as I have in this thread if I didn't really enjoy this level. If you want me to go back in and test it again after small tweaks I would be happy to.

03-23-2009, 10:19 PM
I will take you on that. :)

03-24-2009, 08:56 AM
Sorry for the double post, but I am so excited. Someone from LBWorkshop made some HD videos of my level. Klick on the video twice, to go to youtube directly to watch in in HD, it's worth it.

YouTube - Little Big Thief: Lord Bafford (Part 1)
YouTube - Little Big Thief: Lord Bafford (Part 2)

It also showed me very vividly where I need to change things.

03-24-2009, 11:45 PM
Well, I was in this level (testing it) from WAAAY before the Earth had cooled from it's molten state. And to be honest, I like it better each time I play it.

I'm not terribly crazy about what I call "the fire pit" but it is now doable where before I couldn't figure out for the life of me how Fjonan managed to get down it without dying (I died almost every time - except for the "accident" where I didn't die).

Punching through the wall is pretty annoying. Not that it is impossible, but it is takes far too much time. My sackboy has wimpy little strings for muscles.

The carts work far better than they did originally. They are far more responsive. Personally, i preferred the rubber look for the wheels - they also looked less rough than the sack-wheels.

I'm still not overly fond of the section where you jump up what look like blocks to flip a switch. It looks overly obvious. Had there been more blocks on the wall (giving it a more consistent feel) I think I would have liked it more.

The hoops (not the hoop cart) is my favorite part of the level. I just think it is a whole lot of fun and really the most clever part (sorry, I know you put a lot of time in the carts, but I find simple to be terribly engaging).

The end feels a little rushed and I'm not sure if I'm supposed to run, do some sort of attack (what?) -- in the end I lose the scepter so it doesn't much matter :)

I hearted it - the backgrounds are great. The game play is solid. And for what it is worth, I only broke it a couple of times -- I played it today and pinged Fjonan and his first question was "Did you break something again?" :)

All in all it is one of my favorite levels. Very few text bubbles, which was nice. Felt very much like a Mm story level.

03-25-2009, 03:23 AM
I went back and played this - did something change here? The wheel seemed MUCH more responsive and I had a lot more fun playing it. It seemed lighter.

03-25-2009, 07:12 AM
Woohoo I like to hear that.

@Felon: The blocks are meant to be obvious since the player does not see the switch up there which I could do with a camera angle but I want the player to figure it out by himself. And since the figuring out must not be too hard, I made it obvious. It is meant to break up the ride a little.

After seeing the video (back on page one and the last post on page two of this thread) I finally got wat exactly is so hard at the hamster wheel. I will rework that section, helping single players getting the wheel running better. I also will make a third effort in re-designing the wheel cart to make it even more responsive. I also got the boss fight on my list which I am not very happy with, it does totaly not work out the way I wanted it.

Yeah I got quite some things to do but I am happy I can. It is a lot of fun to make the level better and see that people like it. I even got my 4-star-rating back.

Thanks a lot to all.

Oh, and I did not forget about the F4F. I simply do not have a lot time during the week. I already have a little note lying on my PS3 controller with the names and levels I want to look at and review. So stay tuned.

03-25-2009, 12:24 PM
It's up to you (changing the wheel further) - at this last tweak the wheel ended up working perfectly for me. Originally I had given the level 4 stars but no heart, but this time I gave it 5 stars and a heart. I liked the balance. Before I would jump to the left and grab and it would work slowly or even stop. Now I would run to the left and it would roll nicely, but if I wasn't careful it would fall off the cart - which is great because it adds a bit of "be careful...." to the mix.

Also, getting it past the wheel with the "spokes" was still challenging enough, but was more a timing thing rather than an excercise in frustration (the first time I went a little too far and it spit me really fast to the left and completely off the cart into the gas - which was pretty sweet! But I felt like it was my own stinkin' fault - which is the way the player SHOULD feel).

03-25-2009, 12:52 PM
I think about it. The flicking effect when you get too close but not close enought to be smashed was absolutely unintentional but I loved it when it happend to me first. If you are fast enough you can manage to stay in the cart by running like hell to the right.

03-30-2009, 03:35 AM
Really fun level to play. I thought the wheel section was really interesting and fun! Not much to add except I liked playing it. Thanks for sharing it.

03-31-2009, 04:42 PM
I played this last night. Thought the mechanics were pretty great. There was some really interesting stuff going on here. I made it through, too, and I'm quite awful at the game, so that's saying something :P ... The wheel kicked my butt, but I got the hang of it, and all was good. Great work!

03-31-2009, 08:16 PM
Thanks a lot morgana and xkappax. Your feedback means a lot too me. I released a new version of the map, making the cellar wall easier to crush and added a few little helpers in the hamster wheel section (who ever gave it that name, I love it) and some minor changes to avoid possible errors from appearing.

04-08-2009, 08:49 PM
Hey Fjonan, I finally got around to playing you level, it was great!!

A fun level with great visuals, athmosphere and some neat mechanics.
Yes, the hamster-wheel was a pain the first time around (it broke right after the elevator took it up, then the elevator decided not to go down anymore) but when it works, it's awesome!!

+ Visuals
+ Mechanics and gameplay
+ Hamster-wheel

- Hamster-wheel :)

I gave it 4.5 stars (played it twice, gave it 4 on my first playthrough and 5 the 2nd time around. :))
and hearted lvl and creator.

04-08-2009, 08:50 PM
I really, really liked this level. There's just so much gameplay and visuals packed in, it is a great experience.

+ Hamster wheel sounds like it belongs in a ramp level, but it fits and is very fun here
+ Ramming the wall in was fun
+ Extremely detailed and believable
+ Fun platforming
+ Awesome vehicle (With the hamster wheel on top of two wheels)

- The ending seemed anti-climactic. The music starts up, and then you run outside. I like the concept of stealing the scepter and running, but it could be a bit longer of a run

F4F: Frost (in sig)

04-09-2009, 06:43 AM
Thanks a lot for the feedback, guys. I will have vacancy next week and take the time to check out your levels and make some adjustments to this one as well.

@Zwollie: How the heck did you manage to break the wheel on the elevator?

@cornontheCOD: I will change the ending but I still have not the amazing idea, how.

04-09-2009, 07:10 AM
I don't really know exactly, but maybe have it a longer run, where you have to avoid a few obstacles along the way? The level is great either way.

04-09-2009, 11:20 AM
I love this level, and the ending was minor for me because there was so much great content all the way through (just wanted to say it...)

MAYBE what you need to finish off the ending is just some cool effects on the way out to make the exit kind of a final "wow" moment.

Or you could just make sure the ending is longer in the sequel ;)

04-09-2009, 12:44 PM
Hehe, yeah ... if only you would know about the sequel ... but - although I am BURSTING to spoil it ... I keep my mouth shut.

Your compliment means a lot to me. :)

04-09-2009, 03:12 PM
@Zwollie: How the heck did you manage to break the wheel on the elevator?

I dunno....it just happened :)

04-10-2009, 10:30 PM
Well well, I changed the ending a bit by slowing the guard a lot and building in an obstacle that the player has to get through with the scepter to succeed. Changed some graphics (thanks Zwollie for your framed pictures) and added another sound in the end so it is clearer, that the level is finished.

05-03-2009, 08:14 PM

implemented all the new Cornish Yarg features like global lightning and angled sensors.

decorated huge parts of the level to look better using all the advanced techniques I learned since I released the level.

included completly new ending do fit the rest of the level and pose a worthy final

reworked the infamous Wheel Cart a third and final time to be much more responsive without giving away the risk of falling out. The contraptions have been adapted to the new manouverability.

So everyone who has not played yet, now is the best of times! And everyone who already did play the level, there is plenty new to see.

I'd be happy for any feedback.

05-06-2009, 06:45 PM
Hey Fjonan,

I just played your updated level and very much liked the new changes.
I always like to keep it short and sweet but anyways, here's my "review":

First*, I loved the way you included the global lighting tool.
You used it in very subtle ways. I especially liked the fade-in you used in the beginning of the level.

Seems like you added a lot of decorations, new visual elements and completely rebuild some sections.
The scoreboard looked really good, don't often see them this detailed!!
So...very well done on the visual side!!

The "infamous" wheel has received a good update, it seems a lot more stable than I remembered it.
I didn't crash or break it once so that's a good thing!! :)

The new ending was a big improvement! ( have to say this without giving anything away for the others who haven't played it yet)

So overall I think all the changes you made really added to the expierence.
You (almost?) completely removed that one big frustration with the wheel and added a lot of great visual tweaks.

I would heart it again but that's kinda pointless aint it?
Nice work, Fjonan!! :)

* Oh yeah, I went there.

05-08-2009, 09:51 PM
OK so I'm the type that just writes as he plays!

1st impression:

Cool Plot, Nice atmosphere.

*Very Nice platform segments! Interesting, varied, and tricky.

*Love the puzzle elements too. Love the puzzle/platform section with the little movable wall jacks/lifts.

*Love the hamster wheel! Like how you kept changing up the goal and making it harder

*The hamster wheel...The gift that keeps on giving!

*The guards are really cool. The one who shoots arrows is really tough, almost died. As I was on my last life it made the jump down to the scoreboard level very scary.

*Like the scoreboard looks really cool.

Thought it was very well done. You had great variety in your obstacles and unique platform elements.

If I 'had' to list something 'bad' (which I really don't) it would be that the elements didn't really fit in with the theme. While cool (and trust me they were!) they really didn't fit inside a castle/manor. But where would a 'sack wheel' actually fit in? Also did I miss something as I didn't feel the story ended?

So over all, I thought it was really well done! Great game play and atmosphere.

I gave it 4 stars a Tricky tag and Hearted :)


07-15-2009, 06:48 AM
By the way (yes yes, thats some digging) Beethy posted his video review of my level.

YouTube - Little Big Thief Lord Bafford by Fjonan ( LittleBigPlanet level review )

Really too bad he did not get through the level, though.

07-15-2009, 07:01 AM
I love that video, especially the comment about good ol' Sir Sackboy. ;)

07-15-2009, 07:04 AM
Hehe, yeah ... putting that pic right there was my best idea ;) people seem to direct there hate at "evil Lord Bafford"