I'd love to hear a review from you guys, so below is all the details you may need!
PLCC1: Mikey Angelo's Explordinary Quest For The Golden Trainer!
Link: http://lbp.me/v/22q033
Author: Dynamo31770

- Forum
- LittleBigPlanet for PS3
- Reviews
- DarkDedede's Review Shop.
Results 286 to 300 of 472
Thread: DarkDedede's Review Shop.
-
08-27-2011 #286
-
08-29-2011 #287
Trials of L.O.R.E. : Shade by Cryogen00

You can’t hate what you can’t see
CATEGORY: Story
DIFFICULTY: Medium
Last Updated:
PRIZES:
[spoiler]
In-Level: N/A
Level Completed Gifts: N/A
Collected All Gifts: 0/1
Aced Level Gifts: N/A
Prizes Worth Mentioning I must have missed it.
[/spoiler]
Summary:
I’m going to start off by saying that the look of this level is very interesting. Some of the contraptions are very impressive as well. Some of the challenges might be a bit difficult for some, but the designer does help to guide the player with visual queue with lights. Oh, and the music does seem to fit with the setting.
However, this level is not without it’s problems. When I first started out, I noticed that the intro was very bland. Then, for no apparent reason, you fall down a hole, and everything turns red. As impressed as I was with the aesthetic design, I couldn’t help but wonder why I was going from challenge to challenge. There was no real clear set motivations, other than simply go from point A to point B. If anything, this level could use a good does of personality and character.
As for the darkness, I’m not going to be too quick to fault the designer, as the level was designed in LBP1. From what I’ve experienced, LBP2 levels tend to be darked. However, the level could use a bit more light.
I’m also curious what LORE stands for.
Strengths:
- Aesthetically well designed.
- Visual queues
Weaknesses:
- Verges on monotonous and pointless.
- It’s dark
- Boss battle was too long

This is a boss battle
Ratings:
Concept/Originality: 3/5 ★
Gameplay/Implementation: 3/5 ★
Level Design/Communication: 3/5 ★
Aesthetic/Presentation: 3/5 ★
Ratings Explanation & Tips
OVERALL SCORE: 3/5 ★
[Level not hearted/Author not hearted]
Suggestions
- There needs to be something more, outside of the shade gimmick, to keep your audience interested in your work. Remember, after you gotten the players attention, you need to give them something that’s worth their attention. Personally, I felt somewhat unfulfilled.
- Work on incorporating more light into the situation. Certain areas were slightly confusing to navigate. I didn’t have much trouble muddling through those areas, but not every player has the same level of patience.
- The boss battle was way too long. It was nice that it was divided into rounds, but there was little need for that if there were no new attacks introduced as the fight went on. Each round was the same as the one that it followed. It was a rather monotonous fight, especially being that I couldn’t see anything

Last edited by DarkDedede; 08-29-2011 at 03:45 AM.
-
Thanks!
-
08-29-2011 #288
A Quest for Stratta Various by Alismadia
F4F Express Review

Pics Pending
Summary:
Very interesting level, with very interesting elements. It’s a space shooter, with a town, and functioning stores. Of course it doesn’t come without it series of issues. It is a very interesting concept, but more focus needs to be made on the development of interface, controls, and usability.
Strengths:
- Title screen
- City Area
- Store
- Tutorial
- Introduction
Weaknesses:
- Controls could be more intuitive
- Space battles lacked perspective and were disorientating
- Programming was not as robust as it should be.

Space battle
[Level hearted/Author not hearted]
Suggestions
- It’s great to see how much effort you put into programming your level. Of course, by introducing this level of complexity, you will encounter new issues that need to be resolved. Great care must be made to ensure that the player should not have access to areas that they should not get to. For example, I would assume that the player should not be able to use the second and third elevator until after the second and third battle. This proble could easily be solved with some added logic circuits.
- I loved the store interface, but many of the areas that you implemented a controlinator could be substituted with a wireless controlinator and a proximity sensor. That way the player could make their selection with the d-pad, instead of having to be strapped to the controlinator
- You may also want to consider labeling the controls in the controlinator, so that the controls display on screen. That way the player doesn’t have to guess how they can exit the controlinator.
- During the space missions, it was somewhat difficult to keep my perspective in relation to the rest of the stage, especially where the edge of the battle area was. You may want to incorportate some sort of visuals, or improve the camera, so that the player doesn’t feel disorientated when they are playing.
- While we are on the topic of visual cues, you may also want to add something to the boss battle, so the player has more of an idea that they are damaging the boss. I did hear the faint sound effects, but they may not be noticable enough for some.
- The direction that this level is taking is very impressive. Keep up the good work, and keep finding ways to grow and improve, both as a programmer and designer. If you would like a more in depth review, feel free to make a request.


Space BarLast edited by DarkDedede; 08-30-2011 at 05:23 AM.
-
Thanks!
-
08-30-2011 #289
Space Rollercoster by XxNightout546xX
Review Redux Originally Posted: 18 May, 2010
Spoiler - ”Click to see full review.”

CATEGORY: Story
DIFFICULTY: Simple
Last Updated: 24/Apr/2010
PRIZES: N/A
Summary:
It's a roller coaster level, and one that hasn't been properly tested.
It's unfortunate that as the level starts, I happen to run into another of my top design pet peeves for LBP. Stairs. Mindlessly mashing the jump button to scale 10+ stairs gets boring quickly. The spawn point could have just as easily been placed near the start of the ride.
Another problem is that there is absolutely no directions on how to start the ride. I pulled the lever, and the thing went off without me.
The ride itself was not visually engaging enough. I would think that the point of a roller would be to provide a visual treat to the player, espcecially since all they really can do is watch. A few spinning stars and lights are not intersting enough, and the portion of the ride that was just darkness didn't help much either. Do something more creative to keep the viewer interested in what is going to happen next.
Another thing that bothered me was how unstable the ride was. The roller coaster either stalled or fell apart and flew off the track. It took me about 10 tries to finally reach the end, and even then the roller coaster fell apart. A level like this is going to need lots of testing. You should make sure that it not only works, but also works well.
Strengths:
- Needs more testing.
- The music choice is nice.
Weaknesses:
- Not visually engaging
- Large portion of the ride is just pitch black darkness
- Took me 10+ tries to finally reach the end
- Roller coaster stalls
- Roller coaster breaks apart
Design Problems:
- No visual or text based clues on what to do.
- The stairs at the beginning aren't necessary
- Roller coaster doesn't respawn if you miss the first one or if your sackboy respawns back at the start.
- Stalls
- Breaks apart
- No easier way to restart besides restarting the level.
- Spellig error in title.

Ratings:
Originality: 1/5 ★
Gameplay/Implementation: 1/5 ★
Level Design/Communication: 1/5 ★
Scenery/Presentation: 1/5 ★
Ratings Explanation & Tips
OVERALL SCORE: 1/5 ★
[Level not hearted/Author not hearted]
Suggestions
Making a roller coaster is no easy feat, but it also requires loads of testing. Having the ride fall apat in the middle of the track reflects poorly on the abilities of the designer. You're also going to want to make the visuals a bit more interesting, and not make the entire thing completely dark. You're giving the player a show, as well as a fun ride (that works). You're going to want to keep them interested in what happens next, and maybe even make them want to go on the ride again.
Anyways, keep at it, and keep getting better.

-
Thanks!
-
09-08-2011 #290
THANKGOD FOR REVIEWERS!!!!! Haha, please when you have the time review my level, theres a thread on the first page of the Levelshowcase if for some reason you get stuck. Thank you so much if you get around to it.
http://lbp.me/v/x0qkx9
-
Thanks!
-
09-08-2011 #291
Would you take a look at Highway Encounter?
Highway Encounter on lbp.me
Thanks in advance
-
09-09-2011 #292
Hello! Could you please review my level?
PSN ID: ZexenVatenkeist
Level: Mushroom Meadows
Thanks a lot!
-
09-10-2011 #293
I got a level for you:
http://lbp.me/v/09k1tw
Thanks
-
09-10-2011 #294
You look like you are pretty stacked as far as reviews go. But I would love to hear what you have to say about my level if you ever get around to it. I promise I've labeled all my prize objects.

(The patron saint of nitpicks is hilarious by the way.)Would love to hear feedback on my level: Rock Paper Scissors All-Out Brawl!
Please post any comments, ideas or criticisms up in this thread. Thanks!
Treo_Has_Come
-
09-10-2011 #295Sack
- PSN
- sibtiger55
- Join Date
- Jun 2010
- Location
- In a land of tigers :D oh i wish....
- Posts
- 193
http://lbp.me/v/53c701
hey! Try out my Life as we Know it please
I'm excited to see the review you make!
NEW TRAILER!!! Finding the way Home-Check my earth!
New Trailer! Life as we Know it
MINIGAME-Animal Bounceball A fun minigame based upon basketball!!!
I hope you guys enjoy them! I hope to get done with life as we know it soon enough!
-
09-27-2011 #296Part Cool Kid, All Human
- PSN
- Spartanfan867530
- Join Date
- Jun 2011
- Location
- Michigan, U.S.A
- Posts
- 445
- Blog Entries
- 3
Not sure if your still doing this, but if you are, I'd gladly welcome a review of my newest creation. There's three level links in it though, so it might take awhile. (Takes me about 20-30 min, depending on who I'm with.)
http://lbp.me/v/6kn7jbLast edited by Undarivik; 09-27-2011 at 01:15 AM.
-
09-27-2011 #297
The Long Night of Mr. Krom by xDante95x

Intro
CATEGORY: Story
PRIZES: N/A
Summary:
This started off strong, and was quite a pleasant romp, but soon started to lose some of it’s luster. As I continued through the level, the design seemed to get less and less inspired. The darkness didn’t help either. There’s really not much to say, seeing as I really couldn’t see much. Probably due to the fact that this is an LBP1 level, and I was playing in LBP2.
Oh and I do have to mention that there were stairs in this level that you could actually walk up. Not mashing the jump button required (Win)
Strengths:
- Strong intro
- Fun looking characters
- The stairs!
Weaknesses:
- Dark

Stairs that work!
Ratings:
Concept/Originality: 3/5 ★★★
Gameplay/Implementation: 1/5 ★
Level Design/Communication: 1/5 ★
Aesthetic/Presentation: 2/5 ★★
Ratings Explanation & Tips
OVERALL SCORE: 2/5 ★★
Let there be light!
[Level not hearted/Author not hearted]
Suggestions
- Try to keep the same consitency that you started with. The level was very interesting at the beginning, but really lost alot of character as I continued.
- I know the level takes place at night, but you should still take into consideration that the player still needs to be able to see where they are going. You can still be creatie with the lighting and keep the nighttime aethetic.
- Try to rework your zombie chase. By the time I stopped dying, it was already over. Slowing them down a bit may help.
- The intro was a bit long as well. You might want to think of a way to make it shorter. It took a while for the care to even appear.

Boo!Last edited by DarkDedede; 09-28-2011 at 01:14 AM.
-
Thanks!
-
09-27-2011 #298
Simply Elektrifying by tripple_sss

Bouncing is fun. I noticed the particle effect too!
CATEGORY: Obstacle Course
DIFFICULTY: Medium
Last Updated: 30 Sept 2011
PRIZES:
[spoiler]
In-Level: 5
Level Completed Gifts: 3
Collected All Gifts: N/A
Aced Level Gifts: 2[/spoiler]
Summary:
You know, they said it couldn’t be done. That my rating system was too unfair. Well, guess what. It’s not impossible to get over a 3 star rating for one of my reviews. It just takes hard work and attention to detail, and this this level and it’s designer demonstrate these qualities.
This level is like Onion Gale’s little sibling, with the attention to aesthetic and atmosphere that a level like this deserves. Not only that, but the designer pays very close attention to the pacing of the level. No obstacles get so repetitive that it risks on monotonous. Barring a few presentation and usability issues (which can easily be fixed), I’d have to say that this is level touches on every key point that I expect in a design. Keep up the good work!
However, do notw that just because I’ve given this designer a worthy pat on the back, this just means that he or she has earned a worthy boot in the backside. High level praise earns a higher standard of constructive criticism (sorry, nature of the beast).
Strengths:
- Aesthetic and Atmosphere make traversing the level much more interesting
- Close attention to pacing keeps the player engaged.
- Music selection adds to atmosphere
- Fun intro.
Weaknesses:
- Death warp in intro makes aced prizes impossible
- Some controls not as intuitive as they could/should be
- Second grab control can squish you (relevant if you could actually ace the level)
Nitpicks:
- Some prizes still are not named (check scoreboard prizes).

Stairs that work, what a novel concept!
Ratings:
Concept/Originality: 5/5 ★★★★
Gameplay/Implementation: 4/5 ★★★★
Level Design/Communication: 3/5 ★★★
Aesthetic/Presentation: 4/5 ★★★
Ratings Explanation & Tips
OVERALL SCORE: 4/5 ★★★★ Good work! Keep improving!
[Level hearted/Author hearted]
Suggestions
- I noticed that as a solution to the aced prize problem (hopefully a temporary one), that you just placed the prizes in the beginning of the level. You shouldn’t just give the player the prizes. You really should make them earn it, and perhaps even want to earn it. This adds another level of fun and engagement to the experience. I noticed plenty of fun potential places that you can hide the prizes.
- The grab sensors in your level are very tiny. If you do not like the grab sensors showing, you should incorporate other type of visual cue to let the player know what to do next. That way you will avoid the risk of the player either being confused or frustrated.
- If removing the deathwarp in the beginning proves too difficult, I’d recommend making the aced prizes into collected-all prizes.
- I didn’t attempt the 2x portion of the challenge, but I would assume that since I collected all the prizes the level, that there were no prizes for the 2x challenge. Unless there’s something I’m missing, I think it would be nice to reward the player for completing the challenge with a prize. If it’s just score bubbles, that would just make me angry.
- I noticed that if you hold on to the second grab sensor for too long, you can get squished. You should make the control ungrabbable once it is activated. That way no one gets squished for not paying attention, and no one gets angry.
- Instead of a grab sensor to activate the elevator, you may want to consider a proximity sensor that requires all players.
- Just a small nitpick, but when you are naming your prizes, make sure that the names are capitalized. Similar to how MM names their own prizes.

It’s like a funny over-sized hatLast edited by DarkDedede; 09-30-2011 at 04:43 AM.
-
Thanks!
-
09-28-2011 #299
Hello DarkDedede,
Do you have some time to check out my level:
PSN ID: Footysingh
Level: The Deadly Assault Course
Genre: Survival
Ahhh lastly there are images and all that great stuff about my level on link in sig.
Many Thanks !
-
09-29-2011 #300
Hello, discovered this thread a while back but only now finally posting. I don't wanna be a bother since I'm sure you're busy and I don't have a level to submit (although working on one) but I have great respect for people who take the time out of their day to do things like review levels, especially ones like yours, getting all the bad out of the way but being honest, not disrespectful, so they can improve, and incase you're not knee-deep in a pile of requests when I finish the level as you are now, I'll make sure to drop by and see if there's anything I can do to improve upon it. Oh and by the way, love the Sister SackNun Outfit and part in your sig, that line seems to never get old, especially when I say it back to myself in my mind, imagining how an old lady would say it.
«
Previous Thread
|
Next Thread
»
All times are GMT. The time now is 04:46 PM.
Powered by vBulletin® Version 4.1.12
Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.
Extra Tabs by vBulletin Hispano
Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.
Image resizer by SevenSkins
Extra Tabs by vBulletin Hispano
Reply With Quote




