Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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05-15-2009 01:18 AM - last edited on 05-15-2009 04:49 PM
The Dark Races 2: Up the Wall
AUTHOR(PSN): Adaman23
DIFFICULTY: [Easy]
LOCATION: North Pacific Ocean/Japan
PROS:
An overall enjoyable and passive level with clean visuals that are easy on the eye. The music, level name and description are well picked and thoughout. The author's sense of humor can be immidiately felt at the beginning of the level.
CONS:
My main concern is the length of the level. Its really short.
NITPICKS:
The lift at the end is not too user friendly.
SUGGESTIONS:
The level has potential. You could make the vehicles a bit more detailed. Players really enjoy details.Try to add new types of tracks/obstacles or concepts. This would make the level longer and unique. The lift could be either tweaked (to reach the top ledge easier) or maybe discard the lift idea altogether and place something else.
OVERALL STAR RATING: 3/5 

; [not hearted or author-hearted]
Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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05-15-2009 04:09 PM - last edited on 05-15-2009 04:49 PM
hard challenge v.1.3.5
AUTHOR(PSN): nathannj
DIFFICULTY: [Hard]
LOCATION: Africa
PROS:
Its a good, fun and challenging level where you get a single life. This adds to the suspense. The single life checkpoint (Survival Challenge Style) is used differently here. Instead of the usual checkpoint "squish" destruction, dissappearing material is utilized in an efficient manner. Its something simple, but well done. It's replay value is good if you like challenges.
CONS:
Not having any type music and only the sounds of your Sackboy being caught on hazardous obstacles takes away from the fun. The absense of decorations makes the level a bit stale. This is a factor (visually) that a player takes into consideration on wether to replay the level or not.
SUGGESTIONS:
Add music, sounds and decorations to your level. Try to cover up the dissappearing material with stickers so the level does not look raw. Paste the switches to the ground. Having them loose seems like you did not take the time to check your level.
OVERALL STAR RATING: 3/5 

; [not hearted or author-hearted]
Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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05-15-2009 05:28 PM - last edited on 05-16-2009 09:43 AM
Take it to the Treetops!
AUTHOR (PSNID): mpruitt105
DIFFICULTY: [Easy]
LOCATION: South America/Brazil
PROS:
From the getgo, one is immediately pleased with the welcoming surroundings, beautiful visuals, scenery and music. It incorporates a good "lift ride"usually witnessed in a roller coaster level. The decorations are well applied along with the choices of materials used to recreate a jungle. The "sponge lift" inside the tree trunk is extremely detailed and different. The new LBP creator content is well applied in this scene.
CONS:
The level is attractive, but the gameplay is just normal.
NITPICKs:
- I fell into the monkeys and could not get out easily.
- The tree viane just after the"Carrage Lift" is a bit tricky to swing from it and onto the garbbable sponge lift.
SUGGESTIONS:
- You could add a "deadly gas" between the monkeys so player wont get stuck between them or separate them a bit so player may move between them.
- Since the transition between the tree viane (just after the "Carrage Lift") and the grabbable sponge is a bit too tricky, change the four life checkpoint into an infinite life checkpoint. Its kinda sad if you die without seen the rest of the level.
OVERALL STAR RATING: 4/5 


; [not hearted or author-hearted]
Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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05-16-2009 01:57 AM
The One Life Challenge
AUTHOR: Giacomand [Hearted]
DIFFICULTY: [Extreme]
POSITIVES:
A good challenging level that will keep certain players coming back for more. Overall looks and fell are very good, and the variety of challenges are well thought out.
NEGATIVES:
Too addictive, to try and get top score
. Wait that's a positive.
NITPICKS:
Beginning checkpoint can be glitched.SUGGESTIONS:
- BEGINNING CHECKPOINT - Consider changing this so that you cannot hold left to effectively skip the level and go straight to the scoreboard.
NOTES:
If you are looking for a good, hard challenge then try this level.
P.S. This is by no means a usual full review, as I am sure there is more to this level than I can see. Hence the One Life Challenge claims another victim
. I just hope there is another scoreboard at the far end of the level for peeps who complete the challenge.
OVERALL RATING: ![]()
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| [Hearted]
Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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05-16-2009 09:20 AM
THE FIRE TEMPLE
AUTHOR: DarqThornZ
DIFFICULTY: [Hard]
POSITIVES: This level had a nice variety of obstacles and good gameplay. The objectives were always clear enough so that you didn't become confused as to what to do, but also didn't spell it out for you either. I liked the aesthetic look of the level. There was a lot of fire but there was also enough stone to even it out. The global lighting was sufficiently moody and atmospheric. I especially liked the candles-and-keys part. That was very well done, what with the free-floating flames and all.
NEGATIVES: Sometimes it simply became too dark to see. This is bad for a few reasons: you can't see where you're going, you can't see what's happening, and it just becomes frustrating for the player. While the lighting was moody and atmospheric like the level required, it was too dark. Try lightening it up on the darkness scale. Also, I liked the candles-and-keys part, but to have to drag the key all the way back was tedious at best. Try and find a different delivery method of the keys.
NITPICKS: The title of the level read 'Thr Fire Temple', not 'The Fire Temple'.
SUGGESTIONS:
-Lighten it up a little; tone back on the darkness.
-Devise a different delivery method for the keys.
-There were a few sparse spots in terms of decoration. Fire can only do so much from an aesthetic standpoint.
NOTES: None
OVERALL RATING: 4/5 stars; [not hearted or author-hearted]
Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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05-16-2009 09:34 AM
CANNON CANYON BLAST
AUTHOR: TOBSn08
DIFFICULTY: [Medium] to [Hard]
POSITIVES: To put this shortly, this level was a blast. Everything was constructed perfectly. Everything looked great, with an excellent attention to detail and decoration. The materials were all in-sync with another. It really felt and looked like a canyon. Kudos to you for creating an immersive, true-to-LBP's-art-style level. The gameplay was phenomenal, especially the one part where the cannons fire you automatically. That must have taken a while to set up. Overall this was a professionally done level, great job.
NEGATIVES: It's hard to believe, but I cannot come up with much to criticize about your level. Perhaps I can say the inclusion of ghosts in a canyon level is a little bit strange. If you had a backstory to explain it, then I would be just perfectly fine with it. Man, it's a shame that's all I can come up with.
NITPICKS: The level would have been too complicated for rookies, but then again, you look like a veteran creator and a veteran player, so had skilled players in mind.
SUGGESTIONS:
-Um...make another?
-That's all I got.
NOTES: None
OVERALL RATING: 5/5 stars; [hearted and author-hearted]
Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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05-17-2009 04:20 PM - last edited on 05-17-2009 10:10 PM
The Ruined City
AUTHOR (PSNID): Insanitys1w
DIFFICULTY: [Extreme]
PROS:
The scenery is pretty decent. Just good enough to match the story's theme. The level's title and description have a good wording combination to attract possible players.
CONS:
I could not finish the level. If it were a survival challenge I would understand, but this is not the case. The level itself has no real hazardous threats. What is does have are lots of frustrating obstacles. One of them beign the platforms. There is a particular platform (The largest one) that has an irregular shape, which makes it difficult to jump to the right. You really have to make several attempts to know where to jump from. As you try to find out, your Sackboy/Girl will be switching back and forward between layers. In regards to all the platforms, they are a bit too steep. Sackboy tends to slip off. This is especially nerve-wrecking after almost reaching the top, falling and having restart you hike. Luckily, I was able to surpass these vicissitudes only to encounter a bigger challenge, "The ledge jumps". I applaud the author for attempting a new obstacle, but its just too difficult. One needs shear precision to pull-off such jumps. This is further proven by the comments left on the level.
NITPICKS:
- At the beginning, the switch is either too big (although I believe that's your purpose) or the ceiling light is too close to it. This should be fixed because Sackboy mistakes the switch for the ceiling light.
SUGGESTIONS:
- Make the lift at the beginning be controlled by a lever switch. This gives it more of a bunker/refuge feeling to it. A sense of abandonment and lifelessness to your "post apocalyptic" theme.
- Once you reach the top of the red building, there should be a checkpoint. This is because it takes hard work (due to slippage of steep angles of platforms) to get there and player might die trying to jump the adjacent building (because of has a short edge).
- Change the floaty material used to hand the "grabbable swinging material cylinders" over the fiery floor. If you die during or just after that section, you respawn just before them, where the last checkpoint was. Here you realize that you cannot resume the level because previous swinging moved them out of place. I can only image what happens during multi-players.
- Add blown up objects(which you can create on a corner of the level) to make the level more convincing of its theme.
- Try to reduce the pitch angle (steepness) of the platforms.
- After fixing all of this, republish the level to get a fresh start on the "rating and tagging" aspect.
- What I believe to be THE MOST important suggestion (for any level) is for the author to have in mind that not all players are HIM/HER. The author created the level and knows the tricks. Other players do not.
OVERALL STAR RATING: 2/5

; [not hearted or author-hearted]
Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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05-17-2009 05:52 PM
Level: Full Throttle(The Ice Fortress)
Psn: Mango-Pie
Notes:There is a secret area

Give This Level a go: Full Throttle(The Ice Fortress) ,Sig made by aCl0N,Sig animation by zim1985
Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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05-17-2009 06:28 PM
AIRPLANE JET BOMBER
AUTHOR: strightjoebob
DIFFICULTY: [Hard]
POSITIVES: Frankly, there wasn't a whole lot of positive stuff here. The blowing up of a lot of things might please some people, but you could have at least made the explosive less obvious. The level worked, which is a plus because a lot of levels are haphazardly slapped together in a day, declared finished, and published onto the servers.
NEGATIVES: Honestly, there is a lot wrong with this level. The explosives being visible and obvious is a negative, though a small one. The level was bland visually, with just the standard blank blue background. The camera in the plane should have been set lower; it was hard to see exactly what was happening. Occasionally the level slowed down to a crawl, presumably because of all the explosives going off. The grab switch to fire the bombs must be set to One-Shot; change it to on so the player doesn't have to continually press R1 over and over again. Overall there is a lack of polish to this level.
NITPICKS: On one of the turns it says that you haven't completed it yet or worked all the bugs out of it. Bugs in levels, especially ones you acknowledge, should be fixed before publishing.
SUGGESTIONS:
-Hide the explosives.
-Lower the camera a bit.
-Change the grab switch to On.
-Add a lot more visual detail. I didn't see one background and hardly any decoration.
-Work out all the kinks before publication.
OVERALL RATING: 2/5 stars; [not hearted or author-hearted]
Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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05-17-2009 08:07 PM
LITTLEBIGREALESTATE CO.
AUTHOR: TSFRJ
DIFFICULTY: [Simple]
POSITIVES: This isn't exactly a level, just a showcase of your talent at making houses, I suppose. But what a showcase it is. The houses have a very nice variety. I actually liked the small ones the best, simple but functional. The graveyard to the left was a nice touch, even though I have no real idea why it was actually there. The houses were pretty much perfect; I would live in one of them if I could! The whole level, or showcase really, had a very nice town look to it. It felt like an LBP-style town.
NEGATIVES: Really not a whole lot I can say here. Some actually gameplay instead of just exploring the houses wouldn't be too bad. Maybe you could make this a full-fledged level with a villain stealing all the houses in the beginning and you having to get them back little by little throughout the level? Hmm, that's not bad...
NITPICKS: I don't understand why you put the Paintinator in the house, away from one of the score bubble dispensers.
SUGGESTIONS:
-Add some actual gameplay, perhaps?
-Make a full-fledged level out of it, possibly.
NOTES: I forgot to heart this when I was on, so I will do it tomorrow.
OVERALL RATING: 5/5 stars; [hearted]; [not author-hearted]









