Just here to promote my new level; Omega Protocol
It's a reasonably short demo level to showcase the style I've been working on recently. It's not heavily focused on story but I'm hoping, if this level goes well, to expand on the existing demo levels to make a full series.
I hope you guys enjoy it! I'm desperate for some more plays. I think this level deserves more than the two I've got at the time of writing.
You stay classy,
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Thread: Omega Protocol
- Join Date
- May 2011
This is an excellent demo. In fact it's a lot more finished than many full levels. The visuals are very slick and the gameplay is varied and fun. It so deserves more than the 9 plays it currently has.
Can I suggest that you are pro-active in doing F4F. If you play some other F4F levels in the Showcase and leave feedback for the creators, then with any luck they will play yours and leave you some feedback in return. It would be a crying shame if this levels series didn't get a bit more exposure. Good luck!
- Join Date
- Jun 2009
- AZ, USA
- Blog Entries
This level looks great, that's the obvious first thing to say.
But my favorite thing is the nooks with hidden points in them. You have a TON of alternate pathways, and that's what I play levels for. So thanks for that.
I was surprised that you named this Omega Protocol, and didn't have conversation options - aren't you giving a shout-out to Alpha Protocol? Oh, well. This was good, too. :P
Comp.uter. You have to spell it that way, or LBP sees the Spanish word "puter", and censors it.
A little wider-out camera for the part where you pull out the switch with the grapple, please. I tried jumping on it a bunch because I didn't see what it activated.
On a similar note, a bounce pad flips out later on, but it's tough to access because it's overlapping some thin-layer wall features. Can it flip out a bit farther?
I think the "stay alive" boss was a bit long. If it ran faster or had three iterations instead of two, I think most folks would have just a bit more fun. The fun comes from figuring out the pattern. Once you see the pattern and can beat it, it turns into waiting. Your Mileage May Vary.
And as for plays...there's no easy answer. Used to be, when the showcase was smaller, that posting here would guarantee a bump of about twenty, and getting the thread upgraded might score ya another hundred. Now, it's easy to get lost in the noise.
I also agree that this level deserves more plays. Almost all of them do. All I can say is, reach out to people. I have a lot more fun checking my lbp streams and seeing, "Oh! So-and-So gave me a smiley! That guy did [level x], and it's brilliant." This is where I get my satisfaction - approval from specific peers is easier to get, and more quantifiable, than approval from strangers.
This level was great. Please stay at it for as long as it's fun.
Last edited by coyote_blue; 09-12-2011 at 04:57 PM.
Hi Elessar :-)
I just went through these levels.
I didn't know it was a demo until the end.
This is really really great.
The design of the levels is amazing, it looks like you're in a spaceship.
It's a real pleasure to get through this, all the mecanics and traps are well made and implemented.
And I didn't went through any problem or glitch.
Incredible work here. I can't wait to see the whole level.
Tell me when it's out and be sure I'll play it
- Join Date
- Jul 2011
- Join Date
- Jun 2011
- Blog Entries
Wuuww ^_^ I gotta say this sure looks special, and I havent even played it yet!
I think this level may make me eat my own words, I always thought a polished design/presentation was sure to get a certain amount of people in the door (/badge) and the lack of it in my work was to blame for low play counts, but actually this thing looks to have design and styling by the truck load, so why so few plays? :S
Queued, will report back later - but I can probably get the obvious out of the way now. Its a very pretty level and just from the pics you have shown Im thinking about how long it must have taken to craft each little bit.
Well, even tho Ive already said it, the visuals are outstanding and im saying it again because the pics dont do it justice (play it!) - it is probably the best looking level Ive ever played....
(Oh and note the last pic is bare for a reason, I didnt want to give too much away - what happens next is a real treat - you gotta play it ;p)
CSs are tidy and shot well, your attention to detail is mesmerizing.
I did feel the gameplay end wasnt .... I dont want to say up to par, it just was overshadowed dramatically by the visuals. The boss-like section really felt like it could be so much more, rather than just avoiding attacks and it dies, have something to kill between the blasts perhaps? By most peoples standards it would be mind blowing, but since it just sat perfectly into your level and capabilities it just seems a shame not to have done more with that.
But I dont want to end on a negative note, because this is something that has so much potential and honestly, for visuals alone this is worth the play. I look forward to more