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  1. #436

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    I made a new platforming level in which the obstacles are affected by the tilting motion of your controller. So far only a few people have played it, so i was wondering if you could review it for me. Here's the lbp.me link: http://lbp.me/v/c5b7kx
    Hope you enjoy it!
    TiltWorks!

    Count Hackensack's Super Duper Hard Castle of Doom! *Spotlight nod*
    Sea Snake Safari! *Spotlight nod*
    Escape from Orion 3!
    Wake up the Forest! *Spotlight nod*

    Need logic help? Feel free to ask! In this level you can get some of the stuff i made for myself or other people!

  2. #437
    I'm crazy! crazymario's Avatar
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    Default

    I'm looking for some feedback and criticisms on my level. It's a tower defense game with RTS elements mixed in.

    http://lbp.me/v/c5myy7

    The link to the Level Showcase thread is in my signature, if you would like to look at that.
    Thanks for your time.
    Why not play a tower defense game?
    Rocky Desert Swarm

  3. #438

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    Thank you very much Dedede for your review of my level, and your constructive criticism.
    If you don't mind, I'd like you to clarify a few things regarding the points you made, so that I can best improve my level


    Quote Originally Posted by DarkDedede View Post
    Try to mindful of the title safe area on the screen. If your title is too close to the edges of the screen, it may not always fit on everyone’s TV screen (like it did mine).
    I had no idea about the title safe area! Thank you very much for bringing this to my attention.


    Quote Originally Posted by DarkDedede View Post
    I would consider moving the cart up, so that it wasn’t right up to the edge of the screen. That way the player can see when the boulder is past the cart. Too many times I would change tracks, and still collide with the boulder, even when it was completely off the screen.
    Do you think you could elaborate on this point please?
    Do you mean 'up' as in horizontally left (aka moving the minecart forward)
    Or literally up vertically (and therefore moving the background with it)


    Quote Originally Posted by DarkDedede View Post
    If I had to pick out a weakest element of the level, I would have to say it was the shooting gallery with the pirate ships. Perhaps think of ways to make it a bit more interesting. Perhaps give the player the option to play at different difficulties, at the cost of points. It may also help to give the player the option to skip that section entirely.
    Different difficulties were something I planned to do from the beginning, but never ended up implementing. I'll definitely take this on board.


    Quote Originally Posted by DarkDedede View Post
    I’m not familiar with how you have your level programmed, so I’m not sure how difficult this would be. However, you should also consider making the instructions skippable.
    I originally did have them skippable, but found that players would just immediately press skip as soon as they could... and then complain that they didn't know what to do
    I'll try to find a solution

    ------------------------------------------------------------------------------------------------------------------------------------------


    Also, I think you forgot to fill in the 'Difficulty' and 'Prizes' subheadings
    Last edited by DaSpoony; 07-24-2012 at 02:48 PM.
    Follow me on Twitter - @DaSpoonyLBP


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  4. #439
    Sackperson L1N3R1D3R's Avatar
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    Could you play my level "Futile Factory"? It has secrets of various values in it! Easy, medium, and hard! (This was spotlighted, but is not too popular anymore.)

  5. #440

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    Quote Originally Posted by DaSpoony View Post
    Do you think you could elaborate on this point please?
    Do you mean 'up' as in horizontally left (aka moving the minecart forward)
    Or literally up vertically (and therefore moving the background with it)
    Sorry, I meant was move the cart forward (horizontal). On my screen, the cart was up against the left edge of the screen.



    The problem with this was that I didn't even notice the wheels sticking out from behind me. When I changed tracks, I couldn't see if the boulders had cleared the cart entirely, and I would still collide.

    Quote Originally Posted by DaSpoony View Post
    I originally did have them skippable, but found that players would just immediately press skip as soon as they could... and then complain that they didn't know what to do
    I'll try to find a solution
    You could always try to integrate the instructions into the gameplay itself. That way the players can be playing, while they are receiving instruction (it saves a bit of time too).

    Quote Originally Posted by DaSpoony View Post
    Also, I think you forgot to fill in the 'Difficulty' and 'Prizes' subheadings
    Sorry about that. It's been a while since I've reviewed a level that gave away prizes. I'll fix it when I get the chance.
    Last edited by DarkDedede; 07-25-2012 at 12:37 AM.

  6. #441

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    I think I've fixed the 'title safe area' issues now.

    Thank you very much for bringing this to my attention DD
    Follow me on Twitter - @DaSpoonyLBP


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  7. #442

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    Lifestyles of the Rich and Midas by bonner123


    The star of our show.

    CATEGORY: Story
    DIFFICULTY: Easy(ish)
    Last Updated: 29/Jun/2012

    PRIZES: Yes, there are prizes

    Summary:

    This starts off as a fun level. There’s this character called Midas, and you need to escort him through his palace. It’s all fun and nice, until the point where “the architect stopped caring,” and the experience quickly goes downhill. So this is where the reviewer stops caring.

    Strengths:

    • Midas parts
    • Voice acting


    Weaknesses:

    • Non-Midas parts
    • Shoehorned “humor”
    • The point where they stopped caring.


    Nitpicks:

    • The teleport effect could be a bit more Midas



    Then they stopped caring

    Ratings:

    Concept/Originality: 3/5 ★★★

    Gameplay/Implementation: 2/5 ★★

    Level Design/Communication: 2/5 ★★

    Aesthetic/Presentation: 2/5 ★★

    Ratings Explanation & Tips

    OVERALL SCORE: 2/5 ★★

    [Level not hearted/Author not hearted]

    Suggestions

    • Please don’t stop caring halfway through you level. I want a consistent Midas themed experience throughout. All of the extra added “humor” seemed out of place.
    • I didn’t really understand the waterfall obstacle. I’m not sure how I got past it. I think it disappeared for no reason. Oh, and the sneaky gas hazard, after it disappears, needs to go.
    • The sophist part, where you press R2 killed me. You should think of a less lethal way to stop the player.
    • Your obstacles should be a bit more creative and intuitive (and fun). Of course, you did stop caring, so I’m not sure if the suggestions even matter.
    • Change your level badge. It looks nothing like Midas.



    Last edited by DarkDedede; 07-27-2012 at 12:04 AM.

  8. Thanks!


  9. #443
    Good luck, sailor. bonner123's Avatar
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    Quote Originally Posted by DarkDedede View Post
    Lifestyles of the Rich and Midas by bonner123


    The star of our show.

    CATEGORY: Story
    DIFFICULTY: Easy(ish)
    Last Updated: 29/Jun/2012

    PRIZES: Yes, there are prizes

    Summary:

    This starts off as a fun level. There’s this character called Midas, and you need to escort him through his palace. It’s all fun and nice, until the point where “the architect stopped caring,” and the experience quickly goes downhill. So this is where the reviewer stops caring.

    Strengths:

    • Midas parts
    • Voice acting


    Weaknesses:

    • Non-Midas parts
    • Shoehorned “humor”
    • The point where they stopped caring.


    Nitpicks:

    • The teleport effect could be a bit more Midas



    Then they stopped caring

    Ratings:

    Concept/Originality: 3/5 ★★★

    Gameplay/Implementation: 2/5 ★★

    Level Design/Communication: 2/5 ★★

    Aesthetic/Presentation: 2/5 ★★

    Ratings Explanation & Tips

    OVERALL SCORE: 2/5 ★★

    [Level not hearted/Author not hearted]

    Suggestions

    • Please don’t stop caring halfway through you level. I want a consistent Midas themed experience throughout. All of the extra added “humor” seemed out of place.
    • I didn’t really understand the waterfall obstacle. I’m not sure how I got past it. I think it disappeared for no reason. Oh, and the sneaky gas hazard, after it disappears, needs to go.
    • The sophist part, where you press R2 killed me. You should think of a less lethal way to stop the player.
    • Your obstacles should be a bit more creative and intuitive (and fun). Of course, you did stop caring, so I’m not sure if the suggestions even matter.
    • Change your level badge. It looks nothing like Midas.


    Thanks for the review. This level was initially meant to be a serious series of four levels for the LBPC6 contest. The badge sorta reflected the storyline (by the way, it is a silhouette of Midas. It probably looks off because I had to remove the decorations). Somewhere along the line, all of us just got busy and we never finished it. Much later on we revisited the level, and we decided to just make it as retarded as humanly possible. We started on this level early December, before the Muppets pack was released. I came up with the "bouncy strip" mechanic earlier (in August 2011 to be exact), but since it was no longer novel we kinda lost incentive to finish the level.

    The waterfall obstacles were actually 'riddles', that essentially tell you to jump and grab the third pillar in the most pretentious way possible. After you "solve" them, the waterfalls descend. The gas is there so you can't fall through the holes. In the future I'll make a "serious" level involving Midas, so I guess this was just a litmus test. I'm actually curious as to what you thought of the character and his dialogue, as those would be the only things that carry over.

    By the way, I do have a couple of serious levels should you want to check them out. I don't usually create half-assed levels like this and I can actually make a decent level with good enough visuals and original gameplay. http://lbp.me/v/cjdjdj I'd probably do something similar for the next Midas level. There's lots of dialogue coming from one character, but there isn't any random stuff going on. The gameplay and visuals are also also kept consistent and serious.
    Last edited by bonner123; 07-27-2012 at 12:59 AM.
    LBPV Levels
    Twitter: @SuperMegaOpey


  10. #444

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    Quote Originally Posted by DarkDedede View Post
    Waterworkz by hellfire-gamer

    Review pending.
    Dedede! If its not too late, can I get a hold on that review? I won't have internet untill end of august, but at that point I was intending to switch the review with a level I was going to publish then.

    Didnt realize my level had crept up so quickly. So can you pause that review until i get internet hooked up?

  11. #445

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    Sure. Let me know when you are ready, and which level you would like me to replace it with.

  12. #446

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    I really like your reviews and the way it's done in!
    Do you mind taking a look at my levels and make a review of them combined?


    Fantasy Adventure - Chapter I : The Beginning
    ALPHA-OMEGA81
    http://lbp.me/v/ssweyv

    All 5 levels are linked because it is one story.
    I'm curious about your opinion.

    Thanks in advance

  13. #447
    Sackperson L1N3R1D3R's Avatar
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    Quote Originally Posted by L1N3R1D3R View Post
    Could you play my level "Futile Factory"? It has secrets of various values in it! Easy, medium, and hard! (This was spotlighted, but is not too popular anymore.)
    Are you gonna review my level soon?

  14. #448

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    Futile Factory by L1N3R1D3R


    Bouncing fun!

    CATEGORY: Obstacle
    DIFFICULTY: Medium
    Last Updated: 1/Aug/2012 26/Jul/2012

    PRIZES: N/A

    Summary:

    This is a fun level. There are varying degrees of challenges to keep the player engaged. It may be too much for the younger or less skilled among us, but it does a good job of having the player think about how to get past each obstacle.

    There are also these things you need to collect, and the level actually keeps track of how many you find. The hidden things are hidden in a way that makes them fun to look for. The designer did a good job of hiding them too. An incentive for exploration adds replayability to the level as well.

    It’s not too hard on the eyes either. However, I suppose my only real issue is that the level lacks a bit of personality and character. Not to say it hurts the experience, but I feel a bit more polish could really make the experience shine.

    Oh, and the electric hazards need to go. The level is challenging enough without them.

    Strengths:

    • Collectible thingies
    • Exploring to find collectible thingies
    • Replayablility to find collectible thingies


    Weaknesses:

    • Some of the challenges may be too difficult for the younger crowd.


    Nitpicks:

    • Death warp needs to go
    • Some of the decorations were a bit repetitive



    Sneaky electric hazard (grr)

    Ratings:

    Concept/Originality: 3/5 ★★★

    Gameplay/Implementation: 4/5 ★★★★

    Level Design/Communication: 4/5 ★★★★

    Aesthetic/Presentation: 4/5 ★★★★

    Ratings Explanation & Tips

    OVERALL SCORE: 4/5 ★★★★

    [Level hearted/Author not hearted]

    Suggestions

    • I would suggest that you get rid of the electric hazards. No one would miss them and they were annoying. I really don’t think it would make the level any less challenging.
    • Work on giving the environment more personality. It’s ok as is, but it really won’t hurt to give it some more love and attention. Help it stand out from all the other factory levels out there.
    • You should consider making the collectable objects more than just a naked prize bubble. Either add decorations to the bubbles, or make it out of materials. The naked score bubble looks like a place holder for something else.
    • Get rid of the electric hazard. Besides the fact that I do not like it, I think it would make the play experience a bit less annoying. All the fire pits were fine.
    • The death warp part, after the buildings part, needs to go. I would be nice if the player could jump back, and get the bubble. I just couldn’t get the hang of jumping off of the attracto-platform.



    My collectible thing results
    Last edited by DarkDedede; 08-10-2012 at 03:31 AM.

  15. Thanks!


  16. #449
    Sackperson L1N3R1D3R's Avatar
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    Quote Originally Posted by DarkDedede View Post
    Futile Factory by L1N3R1D3R


    Bouncing fun!

    CATEGORY: Obstacle
    DIFFICULTY: Medium
    Last Updated: 26/Jul/2012

    PRIZES: N/A

    Summary:

    This is a fun level. There are varying degrees of challenges to keep the player engaged. It may be too much for the younger or less skilled among us, but it does a good job of having the player think about how to get past each obstacle.

    There are also these things you need to collect, and the level actually keeps track of how many you find. The hidden things are hidden in a way that makes them fun to look for. The designer did a good job of hiding them too. An incentive for exploration adds replayability to the level as well.

    It’s not too hard on the eyes either. However, I suppose my only real issue is that the level lacks a bit of personality and character. Not to say it hurts the experience, but I feel a bit more polish could really make the experience shine.

    Oh, and the electric hazards need to go. The level is challenging enough without them.

    Strengths:

    • Collectible thingies
    • Exploring to find collectible thingies
    • Replayablility to find collectible thingies


    Weaknesses:

    • Fancy swinging and clinging may be too difficult for some


    Nitpicks:

    • Death warp needs to go



    Sneaky electric hazard (grr)

    Ratings:

    Concept/Originality: 3/5 ★★★

    Gameplay/Implementation: 4/5 ★★★★

    Level Design/Communication: 4/5 ★★★★

    Aesthetic/Presentation: 4/5 ★★★★

    Ratings Explanation & Tips

    OVERALL SCORE: 4/5 ★★★★ comment here

    [Level hearted/Author not hearted]

    Suggestions

    • I would suggest that you get rid of the electric hazards. No one would miss them and they were annoying. I really don’t think it would make the level any less challenging.
    • Work on giving the environment more personality. It’s ok as is, but it really won’t hurt to give it some more love and attention. Help it stand out from all the other factory levels out there.
    • You should consider making the collectable objects more than just a naked prize bubble. Either add decorations to the bubbles, or make it out of materials. The naked score bubble looks like a place holder for something else.
    • Get rid of the electric hazard. Besides the fact that I do not like it, I think it would make the play experience a bit less annoying. All the fire pits were fine.
    • The death warp part, after the buildings part, needs to go. I would be nice if the player could jump back, and get the bubble. I just couldn’t get the hang of jumping off of the attracto-platform.



    My collectible thing results
    Thanks for the review! I will update the level, making it look better, removing the electricity, and removing all other unfair parts. Could you please edit your review once I republish it? Even so, thanks for rating it 4 stars for now!

  17. #450

    Default

    Sure thing. I'd be happy to give it another look, once you've made some improvements. If you have any other questions, feel free to ask.

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