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Thread: Tahk Jungle

  1. #1

    Default Tahk Jungle

    Tahk Jungle

    Venture through this lush, wooded Rainforest as you use an ancient temple's contraptions to get through!

    Hey LBPC! I'm back with what is possibly my last LBP2 platformer! It's a bit short due to me moving and starting school but I hope you enjoy it anyway!

    LBP.me link: https://lbp.me/v/qsz70jq








  2. #2

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    Can't wait to play this, looks fantastic!

  3. Thanks!


  4. #3

  5. Thanks!


  6. #4

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    Loved it! Very nicely done. You have a good eye for design and creativity. Keep it going!

  7. Thanks!


  8. #5

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    Mahh I felt like this was mostly a decorated rollercoaster, not requiring much thought. I just ran through and held R1 sometimes, there was no challenge at all nor any particulary interesting mechanics. I get that you're trying to make it feel like new gameplay by having the player bounce around in cool ways but in the end none of that really changes the gameplay, it's the same thing as usual but with different visuals.

    Did you really try something new in the developement of this level?

    With that said the level is very pretty and flows well. I think you could do better.

  9. #6

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    First off, let me start by saying this is exactly the kind of level I love to play. The environment is gorgeous, dripping with atmosphere. The lighting was spot on. The game play was cool, with some interesting obstacles to get through. I also think the level length was just about right. Short and sharpe, it left me wanting more, which is just how it should be. This is one of my favourite levels I've played all year. You should be very proud of this.

    Tom....

    - - - - - - - - - -

  10. Thanks!


  11. #7

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    Quote Originally Posted by SwagosPuntos View Post
    Can't wait to play this, looks fantastic!
    Thank you!

    Quote Originally Posted by ryder249 View Post
    Oh wow! Thanks!

    Quote Originally Posted by RV-2013 View Post
    Loved it! Very nicely done. You have a good eye for design and creativity. Keep it going!
    Thanks RV!

    Quote Originally Posted by Mnniska View Post
    Mahh I felt like this was mostly a decorated rollercoaster, not requiring much thought. I just ran through and held R1 sometimes, there was no challenge at all nor any particulary interesting mechanics. I get that you're trying to make it feel like new gameplay by having the player bounce around in cool ways but in the end none of that really changes the gameplay, it's the same thing as usual but with different visuals.

    Did you really try something new in the developement of this level?

    With that said the level is very pretty and flows well. I think you could do better.
    Thanks for the feedback! I'll most definitely be giving an attempt at a level with a story, that uses all layers for gameplay and isn't a walk in the park in LBP3!

    Quote Originally Posted by thespacemonkey187 View Post
    First off, let me start by saying this is exactly the kind of level I love to play. The environment is gorgeous, dripping with atmosphere. The lighting was spot on. The game play was cool, with some interesting obstacles to get through. I also think the level length was just about right. Short and sharpe, it left me wanting more, which is just how it should be. This is one of my favourite levels I've played all year. You should be very proud of this.

    Tom....

    - - - - - - - - - -
    This just made my day! Thank you!



  12. #8

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    The visually are very nice, the lighting looks great! I've queued it to play next time I play LittleBigPlanet 2.
    - Scott




  13. Thanks!


  14. #9

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    I really liked the visuals in this level (with the exteriors being much nicer). Because my complains echo Mnniska's, I won't reiterate them. I will say that it would be nice to see a more intricate layout / structure, as this level was a straight path without any real challenge.One thing I didn't like was this obstacle around 2:22:



    It was pretty cheap the first time around as there was no way of anticipating that would happen.

    All in all, pretty visuals, mehish gameplay. You've made better levels with more interesting layouts and gameplay before, I've no doubt your next level will be more interesting.

    Yayed.

    My levels, helpfully categorized for your convenience:
    The Good - The Bad - The Weird - The Frustrating - The Pretty - The Mobile

  15. #10

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    Quote Originally Posted by bonner123 View Post
    I really liked the visuals in this level (with the exteriors being much nicer). Because my complains echo Mnniska's, I won't reiterate them. I will say that it would be nice to see a more intricate layout / structure, as this level was a straight path without any real challenge.One thing I didn't like was this obstacle around 2:22:



    It was pretty cheap the first time around as there was no way of anticipating that would happen.

    All in all, pretty visuals, mehish gameplay. You've made better levels with more interesting layouts and gameplay before, I've no doubt your next level will be more interesting.

    Yayed.
    I can never really tell what you think of my levels with your reviews XD so thanks for the feedback! I am thinking about planning out future levels as I have basically "winged" every level I have made so far. Hopefully that would improve the layout/structure. As for the obstacle at 2:22, I realize now how annoying that must be to play through the first time. Maybe a sign that has Run (right arrow) + Jump (Down arrow pointing at spot) written on it would work? Anyway, i'll try to fix that. Thanks again!



  16. #11

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    Quote Originally Posted by TylerSD View Post
    Maybe a sign that has Run (right arrow) + Jump (Down arrow pointing at spot) written on it would work? Anyway, i'll try to fix that. Thanks again!
    Sorry to pop in here again, but signs aren't usually that good at telling players what to do. From my experience they mostly just make the player stop and read them. One could also argue that giving the player instructions on button inputs is bad design; when you're on an adventure you should not jump because some SIGN tells you to, you should jump because you see some spikes or expect a trap or because you feel like it! IMHO signs completely breaks immersion and there aren't any good reasons to use them.

    What you COULD do is use the best sign of them all: point bubble combos! Have a nice combo leading into that bit and then when you want the player to jump, have the bubbles be placed in the air so the player will jump to get them. The player will do as you want the player to, not because the player is following instructions but because the player is a point bubble addict. It's also much clearer.

    Point bubbles in general are pretty OP and is an excellent way to lead players on the right path or trick them into doing things you need them to do :P

  17. #12

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    Quote Originally Posted by Mnniska View Post
    Sorry to pop in here again, but signs aren't usually that good at telling players what to do. From my experience they mostly just make the player stop and read them. One could also argue that giving the player instructions on button inputs is bad design; when you're on an adventure you should not jump because some SIGN tells you to, you should jump because you see some spikes or expect a trap or because you feel like it! IMHO signs completely breaks immersion and there aren't any good reasons to use them.

    What you COULD do is use the best sign of them all: point bubble combos! Have a nice combo leading into that bit and then when you want the player to jump, have the bubbles be placed in the air so the player will jump to get them. The player will do as you want the player to, not because the player is following instructions but because the player is a point bubble addict. It's also much clearer.

    Point bubbles in general are pretty OP and is an excellent way to lead players on the right path or trick them into doing things you need them to do :P
    Sorry :/ But thanks for the awesome idea! I'll add that ASAP!

  18. #13

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    Excellent level. The visual side was spot on, and I liked the gameplay - I am generally not the type that likes room-to-room gameplay contraptions, but there was a nice stable flow in this level. (Except for the wheel that wouldn't launch me fast enough)



    -- Jauw
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