Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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05-22-2009 12:02 PM
Sugar Rush
AUTHOR (PSNID): misterps_girl
DIFFICULTY: [Easy]
Thanks Towers_85_87 for the review definatley some good point that we'll take on board
Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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05-23-2009 05:19 PM - last edited on 09-16-2009 07:04 AM
http\\www.
AUTHOR (PSNID): s4sutler100
DIFFICULTY: [Easy]
DURATION: Approx. 3 minutes
LOCATION: California (East North America)
PROS:
Some noticeable improvements have been made such as the level's icon and the scheme. The icon does not show the level's name, but its the author's name. Thanks to these alterations now the level looks slightly more professional and seems to have potential. Its main purpose is to be used as a tutorial or a lecture on how the internet functions. The added lights to the routers, as I recommended, shows an improvement in the author's ability to create.
CONS:
Several of the suggestions I provided initially have not been applied yet. Even though the suggestions we provide can be neglected by the author since it is his/her level, the author still needs to work on the level more. Especially the visuals since gameplay is not his main focus.
NITPICKS:
- Player proximity sensor is visible
- Emitter is visible
- Misspelling
- A checkpoint is too high in the area with the toy soldier.
OVERALL RATING: 2/5 
[level and author not hearted]
SUGGESTIONS:
- Make the Earth at the beginning only two layers thick so that players may fly in front of it.
- Add small red and white lights to the Earth where the Sackboy stickers are placed. This will greatly help simulate that there is an internet and that they are connected.
- Add a ceiling to the level. I could use the jetpack and fly outside.
- Make the first magic mouth say: "Im Mr.IP..." instead of "im mr ip...". It will look and feel more professional.
- There are two other magic mouths that have "typos". One of them reads: "Packets are sent by a re quest...". It should be "request". The other magic mouth have the words "Some times" separate. They should be written together like this: "Sometimes".
- You placed a checkpoint just above the toy soldier, but it cannot be reached unless you jump really high. Lower this checkpoint so that the gameplay feels smoother.
- Color the disappearing material.
- Color the plain cardboard boxes.
- Tweak both the emitter and the player proximity sensors so that they are not visible. If you wish for players to view them as part of the tutorial then add stickers around them so that players know you left thm exposed intentionally. A circle sticker with arrows can simulate the proximity sensors' radius.
- Decorate the scoreboard.
- Add music.
- Add the suggestions that I recommended on the original review. They can be read below.
ORIGINAL REVIEW
http\\www.
AUTHOR (PSNID): s4sutler100
DIFFICULTY: [Easy]
PROS:
The author has the right idea in his mind and has sought our help to make the best of his level. Through our help, we intend to increase his creativity and imagination. By the way, the level's name is pretty original.
CONS:
The first noticeable thing was the lack of decorations, stickers, music and a themed environment. The spelling should be double or maybe even triple checked.
NITPICKS:
NONE
SUGGESTIONS:
- Place the first checkpoint over a custom made wall outlet. This would be different,innovative and new.
- Hide the bolt that rotates the planet at the beginning. Just select the "tweak" option over it and switch it to not visible.
- Your level seems to have a lot of moving objects, but nothing to accompany it. Add music to make it pleasing to the ear.
- The level has no "Eye Candy". Nothing that catches the player's eye. Add lots and lots of stickers/decorations. They will backup your level's theme. For example: letters, numbers, TV and even custom made "electronic" oriented objects (like your modems and routers). By the way, make both the modem and router a bit more detailed. You could add metal plates to them and even yellow/green lights. They can cycle between on and off simulating real ones.
- Being the internet, try to create custom made "POP-UPS". This would look awesome in your level. I recommend you use the stickers provided by the killzone pack. A lot of them appear to be advertisements. You can also create them from scratch
. More genuine. These "POP-UPS" can come into the player's view through the use of pistons, chains or even emitters. Might take you some time, but in the long run it will be worth it. 
- Since your theme is the internet, you can provide the player with a propelled surfboard from the "get go" . Guess for what? So the player can surf through the net. It will work great in your level.
- Verify the spelling. There are a couple of misspelled words. Here they are corrected: "sometimes", "received" and "they".
OVERALL RATING: 1/5
[not hearted or author-hearted]
Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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05-24-2009 09:13 AM
INDIANA JONES & THE FORBIDDEN IDOL
AUTHOR: Uncharted23
DIFFICULTY: [Medium] to [Hard]
POSITIVES: This level is not the best I've seen, but it's up there to be sure. The gameplay was so solid that it was kind of a disappointment at how bland a lot of the visuals were. But! I enjoyed playing this level very much. The obstacles were creative, especially the awe-inspiring light and the spinning spikes. I especially liked how the temple began crumbling when you touched the idol. I pretty much knew it was coming, but nevertheless, it was a very nice touch to an excellently-designed level. All the gameplay was stellar, which is what really backed it up.
NEGATIVES: The visuals were pretty bland. More decoration could definitely go a long way into maybe getting this level five stars. The garden/forest/jungle outside the temple was passable, but most of the inside was blank stone and gold. Definitely improve upon that. Other than that, I can't say anything else.
NITPICKS: Umm...I can't really find one.
SUGGESTIONS:
-Improve the visuals a whole lot.
-Add more decoration.
-Add more stickers. I may have seen a few color ones on the plane, but that was it.
NOTES: None
OVERALL RATING: 4/5 stars; [hearted]; [not author-hearted]








Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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05-24-2009 11:09 AM
Donkey Kong Country 4: Bramble Scramble
By: DR_VAB
Difficulty: Easy
Good: Much better than the first in both decoration and gameplay. The secrets had nice positioning and the level almost never broke it's flow. The minigame's LCD timer was pretty cool as well.
Bad: This needs more decoration. Also, the jetpack segment was very boring.
Nitpicks: I could see the bananas at the very start of the level, the ones that were supposed to be hidden. I also noticed that there was areas that were partly covered be the thin part of the walls.
Suggestions: Spruce up the jetpack segment. Maybe put a timer in the area that forces you to finish the course in time? Add more decoration as well.
Overall: 3/5
Hearted? No
Author hearted? No
Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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05-27-2009 03:12 PM - last edited on 05-27-2009 03:13 PM
PROLOUGE (MOVIE)
AUTHOR: TheRougeAssassin
DIFFICULTY: [Simple]
POSITIVES: I can, completely honestly and without a doubt, say this is absolutely your best level yet. I can see you used the same technique as johnee did in his Future Warzone 2 trailer, and a very good technique it is. The story was very engaging, even for me as a writer who has been going at it his whole life. The visuals and decoration were excellently done, to be sure. I can't say enough about how good this level is. There is one setback, and you'll see it below. The vehicles, all of them, were very well built and looked exceptional.
NEGATIVES: There wasn't any real gameplay in this. You stood there, with hands completely off the controller, and just watched. That being said, you did say how there wasn't much in terms of gameplay, so I'm willing to let you off the hook.
NITPICKS: I don't really have a nitpick, except: couldn't you make the entrance and scoreboard look a bit better?
SUGGESTIONS:
-Well, I usually can find at least one suggestion.
-However, I can't for you.
-Well, maybe one...perhaps you could fix the obvious error/typo in the title? If it is a typo, after all...
NOTES: I couldn't add any pictures, as it would disrupt the level's viewing mechanism. And I don't really think I should just put up a picture of a scoreboard...
OVERALL RATING: 5/5 stars; [hearted]; [not author-hearted]
Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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05-29-2009 06:41 PM
CASTLE ADVENTURE
AUTHOR: Uraniumtrioxide
DIFFICULTY: [Medium]
POSITIVES: The level had a good level of decoration and visual detail to it. For the most part, the level looked very good. Also, the gameplay was quite good and had a pretty nice variety to it. The difficulty was challenging enough for veterans and yet easy enough for newbies; however, there is a big problem, as I'll state below. Overall this was a nice looking and playing level, albeit there is a quite serious issue you should address.
NEGATIVES: First, before the crippling issue: there are too many Media-Molecule-made objects in your level. There was the king, the houses, the windmill, parts of the castle I believe, the waterwheel, Humpty Dumpty--basically too many. One or two is a suitable number. The thing that screwed up the gameplay were the eggs with wheels, the enemies. They came too fast and their numbers were too great. I got stuck way too many times either between them or behind them.
NITPICKS: The boss at the end was very difficult because of the timing of the missiles and the location of Humpty Dumpty.
SUGGESTIONS:
-Use less Mm-made objects and make your own.
-Take out some of the eggs or tone down their speed.
-Make the boss a bit easier; it wasn't challenging, it was frustrating.
NOTES: None
OVERALL RATING: 3/5 stars; [not hearted or author-hearted]
Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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05-30-2009 08:40 AM - last edited on 06-08-2009 10:37 AM
Clock Tower
AUTHOR (PSNID): Beonix
DIFFICULTY: [Extreme]
LEVEL LOCATION: UK
PROS:
The name of the level really intrigued me. Once I searched for it, the level's icon is very unique and well made. Outstanding to say the least. The clock tower's structure itself is well pronounced and shaped. The obstacles within the level are still fresh concepts. The Boss Battle is also genuine and distinctive from others boss battles. I see a lot of potential and look forward to the creator's future levels.
CONS:
The downfalls of this level are the lack of decorations and excessive difficulty. The obstacles and the boss are nerve-wrecking. They make the level feel long and tiring. I read the same response from others in the comments section of the level.
NITPICKS:
- You have to go through the spiked gears on several attempts to learn their tricks.
- The boss's mouth is a bit too high.
SUGGESTIONS:
- The fire logs at the ramps (located at the beginning of the level) start off at a weird time. When the player just about to reach the top, they suddenly decide to start falling. It fells as if your trying to push the player back on purpose by deceiving him/her. Make these logs fall. from the "get go". If you have a player proximity sensor or something that activates the emitter, I would remove it. Add a "magic mouth" just before the logs (using the "whisper" voice) saying something like: "These types of things did not come out before. Be careful".
- I also believe that the logs are perhaps a bit too frequent. Its difficult enough for one player because you have to really plan your jump and swing. Due to that, Im concerned about the mutliplayer capability.
- The area where you specify that the clock tower has suffered damage, it does not have any type of debris. Add a couple of fallen pieces of wood.
- A section of the level that does not work for more than one player is the floaty device. I turned on another controller and grabbed the floaty device simultaneously. The floaty device did not float. I recommend you add: "A one player level only" to the level's description. Not doing so will result on bad reviews to your level from a couple of sackboys and girls that got stuck on the floaty device. I do not think that a "Push Button" would work on this area eiher. As the following players take their turns on the "Push Button" to acquire their floaty device, the camera would follow the first player that got his/her floaty device. Thus causing the others to die. It would feel like bad planning on the oart of the creator. I turned off the second controller and continued on solo.
- Add rusty,creaking or mechanism sounds to the spiked gears. If your trying to make it look like an old clock tower, you should add sounds that complement it.
- The spikes on the rotating gears could be made smaller. The player dies sometimes due to the lack of "dangling space" to reach the lower gear. This is not the player's fault and yet he/she pays for it by getting killed by the spikes.
- The "Weights" section is another area where it seems practically impossible for mutliplayer. The check points are not infinite and at the same time the section itself is too perilous. The fire maze within the "weights" section is a bit too close for comfort. Remember that players do not mind a challenge, but spending half an hour in a level is too much.
- Several jetpacks should be included in the hidden area opened by melting all the cogs. If the player accidentally removed the jetpack, he/ she would get stuck and be forced to respawn if there are any lifes left in the last checkpoint.
- When the player utilizes the lift to reach the top, add a longer pause to the top or a "magic mouth" (with the "whisper" voice) that says: "Exit to the right".
- The Boss's mouth is a bit too high. I died several times trying to reach the unreachable. The boss feels a bit deceitful because of this.
- Add a creature squeal when the boss is defeated. I strongly recommend this because you really get no other feeling of achievement when you beat this boss.
- Add yet another "magic mouth" to the section where the player has to swing the "beam" to continue. One asks oneself: "What's the point of this swinging?", "Towards which side do I have to swing?" This "magic mouth" could tell the player : "Swing to the right, the exit is in your hands". You can also add a camera angle to the mouth; which shows the stone wall needed to be knocked down.
- One thing I noticed was that the town mentioned in the level's description is never seen. The placement of the clock tower in respect to the themed background does not give off a town vibe. You could change the "Town" concept to a "Clock Tower Keeper" concept. This would give the level a new perspective.
- This "magic mouth" can be your level's savior believe it or not. Its like the player's guide and at the same time the "Long lost and forgotten Clock Tower Keeper". He should even introduce himself a bit more at the beginning of the level. I would still maintain the whole omnipresent feeling by never showing who is the keeper though.
- In regards to the decorations, attach strings to corners so they resemble spider webs. This can be implemented on several corners the deeper you go into the Clock Tower.
- After you fix all of this, I recommend you republish the level. Doing so should get you one or all of the following:better star rating, more plays and/or more hearts.
OVERALL STAR RATING: 3/5


; [level hearted and author not hearted]
Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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06-02-2009 07:35 AM
BORING OR BEAUTIFUL?
AUTHOR: Jigarbov
DIFFICULTY: [Medium] to [Hard]
POSITIVES: This level has a very nice concept that is executed well. If only H4Hers would actually do this and reform their ways, but alas. It was, well, true to what H4H levels are, at least in the beginning. I liked how the level slowly transformed into a better one, by far. I especially enjoyed the part where a huge block of dissolve, well, dissolves, and the creator says "No! You replaced all my boring materials with interesting, good ones!" or something like that. I laughed at that.
NEGATIVES: Some parts of the level were frustratingly difficult. Case in point: the hollowed out wheels with some fire around them and a few circles of sponge. Those were extremely difficult to get by. There was also (and I'm speaking about the non-H4H parts of the level) a bit of a lack of polish. It wasn't very noticeable, but it was there. Just keep testing different visual styles in the non-H4H sections.
NITPICKS: I don't believe I can find any.
SUGGESTIONS:
-Tone down the difficulty in some H4H areas.
-Polish the level a little bit more.
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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06-05-2009 07:32 AM - last edited on 06-07-2009 10:58 PM
The Driving Range
AUTHOR(PSN ID): Jigarbov
DIFFICULTY: [Easy] - [Medium] - [Hard]
LEVEL LOCATION: UK
PROS:
As you can read from the title, it is a golf level. The level icon is custom. That's a plus. The level description is short, clear and to the point. I really dig the core gameplay it has and it's worth explaining. You must grab the giant put as it's being aimed. Once it's being swung, you let go and reach a certain distance. That distance you reach depends on when in fact you let go of the put. The player simulates a golf ball. Once you reach a distance, you must then retrace your steps to reach the scoreboard. Here is the tricky part. As you retrace your steps, you encounter obstacles that you must overcome in order to reach the scoreboard. The farther the distance, the more obstacles you have to clear. You might ask yourself : "Then what's the point of reaching a farther distance if Im only going to encounter more obstacles?" On your way back to the scoreboard, score bubbles are also placed along the path. This means you have more of a possibility of getting a high score. I believe it has a good replay value. Especially after one gets the hang of it. The sound effects used on the different distances are also well selected. The golf bag at the beginning look pretty awesome.
CONS:
I feel that the level is fully enjoyed mostly by veteran players. This is because reaching a far distance is realized quickly and with desire. New players might just try once and then give up.
NITPICKS:
- The place to wait for the putter is slightly confusing even though the arrow is placed. Read the suggestions.
SUGGESTIONS:
- Add stickers and decorations to the dark matter that holds the dissappearing material in place. Just try to make the level look more happy to go along with the rest of your level. It will make it that much more enjoyable.
- Place colored arrows pointing to the left in each marked distance. These arrows could move rapidly giving the level a sense of life while also guiding the players. They can also have LED lights on them; which only turn on when the player is in front of them.
- You could add a more of a mini golf theme to it. Mini golfs have obstacles like windmills that you may place or clown heads that open and close their mouths. This will also greatly add life to your level.
- To aid the rookies in their quest to achieve a long distance, you could add LED lights glued to small dark matters that form an arc behind the put. Add another "magic mouth" before the player grabs on to the put that says something like : "Grab the put and let go when the light turns green". That would look awesome. It would be like a tutorial. The lights can be activated by the location/placement of the put.
- Add "How far can you go?" at the end of the level description.This creates a challenge in the individual's head that could potentially increment the replay value of your level.
- At the beginning steps, add a close up camera angle to the "magic mouth" that states: "Wait here for putter".
- Try to place a golf ball in the level icon. The red ball is alright, but does not really say golf.
- If you do every suggestion (the mini golf obstacles, illuminated arrows and tutorial) I suggest you republish it. You should get a lot more plays, better ratings and hearts.
OVERALL STAR RATING: 4/5 


Very Good
[level hearted or author not hearted]



Re: The LittleBIGR eview Group [Reviews Only] 100+ Reviews Done
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06-07-2009 11:39 AM - last edited on 06-07-2009 10:56 PM
Calamity Construction
AUTHOR (PSN ID):jackofcourse
DIFFICULTY:[Medium]
LEVEL LOCATION: Just outside the UK
PROS:
This has got to be one of the best levels I have played. The name selected for the level is catchy, very unique and easy to remember. The custom level icon is really well made. The colors in the icon look crisp and you can make out what it says. It is distinguishable from other icons and does not look generic. There is a little bit of everything and he took the time to make them genuine to this level. There are simple and complex construction machinery. All of them are well polished and are comfortable to operate. He executes them in such a manner that their operations can be accomplished either by newbies and veterans alike. He took the time to make sure that there was enough space in the lever/switch activated areas so that its fun. The gameplay is very smooth. The custom signs placed throughout the levels tops it all off making it even more enjoyable to play. The level description is a good introduction to the level. It advised to put a hard hat on and I did just that. Look at the pics.
CONS:
I literally cannot think of anything of real significance. I only have a few suggestions to attempt to make it greater.
NITPICKS:
- The second appearing/disappearing scaffold is slightly tricky to cross
SUGGESTIONS:
- The transition to cross over the second appearing/disappearing wooden platform could be a bit more smooth. The ends of the platform are square shaped. When the player attempts to run across it, he/she tends to hit the farthest back layer. One literally has to jump, but it could feel more fun if one can run. You could make both ends more like a ramp. Or maybe just the first end.
- The steam roller at the end works great, but I have some concern for newbies. When the steam roller meets the wall, one proceeds by jumping through the back and onto the roof. That this jump has to be performed on a small area; which can lead the player to fall off the steam roller. To get back on the machine, one must maneuver a bit and run over the rear wheel to get back on top. Steps could be added to the back of this roller to facilitate the player to proceed. The front glass could also be removed to avoid the jump.
OVERALL STAR RATING: 5/5 



MUST PLAY!
[level and author hearted]















