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  1. #391

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    Nah, on second thoughts, don't do my level. Nice reviews BTW.
    Last edited by Kaboosh99; 03-28-2012 at 06:45 AM.


    Spoiler Spoiler - GLORY TO THE BOOSH

  2. #392

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    Hi all,

    Just wanted to give you a status update. I am caught up with my work, which means I will have some extra time to work on reviews. I will try my hardest to at least get the Limbo queue reviews posted by the weekend.

  3. #393
    LBPCentral Spotlight Crew LBPC Spotlighter stryder12's Avatar
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    If you do happen to get caught up I have a level for your consideration also. What began as a series kinda fell apart but its up to you if you'd like to play through them all because their main components are platforming and aesthetic quality. I've noticed a couple flaws now that I look back on it, but would love to have your opinion on it as well.
    Thanks!
    (Optional)http://lbp.me/v/705w1d
    http://lbp.me/v/70bjq1
    (Newest and Primary) http://lbp.me/v/e1npmf

  4. #394

  5. #395

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    Yeah, I apologize for being so late. I recently graduated last year, and I've been investing most of my time and energy into job hunting/interviewing and working on my portfolio. On top of that I am continuing to take classes, as a means to stay active. However, one of my current projects is related to this review thread, so it's not like I've totally forgotten about you guys.

  6. #396

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    Don't worry getting a job is more important than playing/reviewing games. Don't stress yourself.

  7. #397

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    I always love feedback, and you look like a great reviewer! I know my levels are no where near perfect, so I would rightly appreciate how I could make them even better then they are! So long as you're not to busy. Happy reviewing!
    Forget the outside. We have LittleBigPlanet!
    http://lbp.me/v/--784d

  8. #398

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    Calamity Cavemen Chronicles PT2 by liamdaniels


    Sackboy Cavemen (cutouts)

    CATEGORY: Story
    DIFFICULTY: Medium
    Last Updated: 27 Aug 2011

    PRIZES: N/A

    Summary:

    I can’t help but feel that I’ve played this level before (I think). I’m pretty sure it was before LBP2 was released, because I remember there being no cut-scenes. Now there are some added LBP2-type functionality added on top of it. If that’s the case, then there is a very obvious problem that I see with this design. The parts of the level that incorporate the LBP2 features are very good, while I do not see much changed with what was there before LBP2.

    Even if this isn’t the case, elements of the design seem to fall into two categories, the “good” and the “should be better.” These two extremes really do not belong in the same design. Every element in the composition should share the same life and personality as any other element. If the designer does it right, then all the elements involved help the composition achieve a level and experience that is greater than the sum of its parts.

    So I’ll put it bluntly. From what I’ve seen this individual do right, the parts that don’t work should and could have been done much much better.

    Strengths:

    • Title menu
    • Skip intro option
    • Cinematic scenes


    Weaknesses:

    • I know you can do better, sorry.


    Nitpicks:

    • I really don’t care for ceiling swinging
    • Sneaky broken wheel cheap death is cheap and annoying
    • Your sensors are showing





    Ratings: Zombie Banana!

    Ratings Explanation & Tips

    [Level not hearted/Author not hearted]

    Suggestions

    • It may not be necessary to actually explain the controls for the start menu. I’m sure most players are used to that control scheme.
    • Be careful when changing the camera during gameplay. Make sure that the angle doesn’t hinder the players view of what’s going on.
    • You cinematics were very strong. However, you can do much much better with the character designs. Sackboy cutouts just don’t do it for me
    • On that note, you might also want to reconsider your obstacles. They are very basic and standard fare (for LBP community levels). Compared to the effort and creativity you’ve put in the stronger areas, I’m certain that you are capable of putting the same amount of life and personality into the weaker areas of your design. Be creative!
    • You may want to consider making the wheel fall before the player is grabbing onto it (perhaps the first or second one before). That way the player has enough time to react, and does not experience frustrating cheap death.
    • The hidden bounce pad should be on all three layers. It took me a bit to figure out where it was. Not all players are going to be as patient, which is probably the reason why there are only 9 people registered on your high score list.



    Goodness gracious! :P
    Last edited by DarkDedede; 04-19-2012 at 09:19 PM.

  9. Thanks!


  10. #399
    Patch of Cloth
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    Thanks for the thorough review! I just need a few clarifications (& clarify a few things myself)-

    1. Indeed, you did play it, about a year ago - but I've made some minor changes since then (such as LBP2-style movie cameras).
    2. My only weakness is my own ability? xD
    3. As for the cheap deaths, ceiling swinging, basic obstacles, and the overall 'good' elements mixing with the 'should be better' elements of the design thing, I can also explain myself :P. Most of the level was created by my friend, who was a new to the game (if you check the level description it credits him). So all the aforementioned 'should be better' design elements probably instigate from that (as it was his level I didn't want to change it around too much, rather just slightly improve).

    Anyway, now that that's out've the way, I think'll I'll re-design most of the platforming segments to make it my own level (it practically already is now - I kind've stole it off my friend. Don't worry. He doesn't mind). I see where you're coming from with this review, and, although I kind've knew it inside all along, I guess I needed someone else to say it. What do they say, outsiders perspective? I guess they do.

    Oh one last thing: Have you chucked out the old rating system (out of 5 stars) in favour of this new one? I just don't know where the 'Zombie Banana!' would be on a rating scale xD
    Last edited by liamdaniels; 04-19-2012 at 10:01 PM. Reason: Misinterpreted complaint of 'control scheme'. Silly me.

  11. #400

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    It's not that I've gotten rid of the old ratings system. It's just that, for certain instances, if I don't feel comfortable giving an actual rating, or I don't feel that the level is ready for an actual rating, I just won't give it a rating.

    In your case, the elements in your design weren't as cohesive as they needed to be, but you already know this. You should consider it a complement that I feel that this concept has the potential to be much more than what it currently is. I am also glad that you are considering a redesign. It's good that you are concentrating on improving your skills.

    As for the "Zombie Banana," I just thought it was a bit more interesting than just writing "N/A." Be happy you didn't get an angry kitty.

    Anyways, keep it up and keep improving. I look forward to what you come up with next.

  12. #401

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    hey can you do a review on my 10 level titanic series Part 1 on the right ------>. http://lbp.me/v/91-jn1

    i would really appreciate it

  13. #402

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    10 levels?!

    Sounds like fun.

  14. #403

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    Quote Originally Posted by DarkDedede View Post
    10 levels?!

    Sounds like fun.
    It's an awesome series. I demand you to play it.


    Spoiler Spoiler - GLORY TO THE BOOSH

  15. #404
    Patch of Cloth ratchetruler's Avatar
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    Default

    hey, could you pleas do a review on my Levels series thing (That so far only has 3 short levels (one hidden)) http://lbp.me/v/5nrsq7

    I know they must be all piling up, so I can wait

  16. #405

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    Revenge of the Mighty Humbug by lordwarblade


    Humbug!

    CATEGORY: Story
    DIFFICULTY: Medium
    Last Updated: 27/Jan/2012

    PRIZES: Unnamed

    Summary:

    This level starts off interesting. Apparently you have to save Santa, or something like that. There are interactive bits, magical teleporting elves, presents to collect. The visuals, from what I’ve seen, were pretty good as well.

    However, as the level went on, everyones’ favorite humbug started to come out. Needless to say, she wasn’t very pleased. The level also includes grabbable floors, ceiling swinging, and unavoidable prizes (just to name a couple). Worst of all, none of the prizes in this level were named.

    Another thing I noticed, was that this level comes with a timer. I really didn’t noticed until there was less than a minute left. I was too busy constantly falling into the gas hazards. I assumed it had something to do with a score, but as the timer expired, the level ended. SackNun wasn’t too happy. The timer needed to die.

    Not to say that this level is bad. It’s just that I think that there are certain design choices that could be improved upon. There were just enough things in this level to cause me not to want to replay it. The timer was really the final nail. I would imagine that many other players would feel the same way. Odds are, after the timer expires, it isn’t very likely that they are going to want to start over from the beginning. I would also like to think that the level designer would want to keep the player entertained, and in the level, for as long as possible.

    Strengths:

    • Interactive collectible stuff
    • Interesting aesthetic


    Weaknesses:

    • Certain design choices will annoy the player.
    • Timer


    Nitpicks:

    • Unnamed prizes
    • Unavoidable prizes
    • Grabbale floors
    • I really don’t understand why people love ceiling swinging so much. I’m assuming it’s because it just that easy to do.



    Humbug!

    Ratings: Humbug!

    Ratings Explanation & Tips

    [Level not hearted/Author not hearted]

    Suggestions

    • Give the player the option to pick up any prizes. Since there currently is a limit to the number of community objects that a player can have at one time, you may unintentionally cause the player to lose something in their inventory.
    • You may want to put a checkpoint below the helicopter, so that they don’t respawn at the helicopter. It took a bit to figure out how to get out.
    • A good portion of your floor material was default grabbable. You should make it a habit to ensure that the floor can’t be grabbed onto. It sometimes gets in the way of the gameplay (at least for me, it does)
    • Take better care with how you place your checkpoints. At certain points, where I was prone to dying alot, I was spawned pretty far back. Added to the fact that you had a time limit on your level, it made things a bit frustrating.
    • Here’s a blog post I found concerning a concept called the Reservoir of Good Will. It may have been written about web design, but the same principles to apply for games. Hopefully the information will give you some ideas to keep in mind when moving forward.



    Humbug!
    Last edited by DarkDedede; 04-21-2012 at 03:57 AM.


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