Re: The LittleBIGR eview Group [Everythin g in One!]
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07-03-2009 03:00 AM
Re: The LittleBIGR eview Group [Everythin g in One!]
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07-03-2009 03:26 AM
Can someone review my level?
PSN: keell
Title: A Swim In The Mushroom Kingdom: Quest For Caviare
My LBP level.
http://www.youtube.com/watch?v=1yhavyPJiew
Re: The LittleBIGR eview Group [Everythin g in One!]
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07-03-2009 06:05 AM
Thanks for the review!! Those are great suggestions and I will do them as soon as I am done typing this thank you post.
Level: Bubble Skulls
PSN: cmod66
Re: The LittleBIGR eview Group [Everythin g in One!]
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07-03-2009 06:37 AM
Re: The LittleBIGR eview Group [Everythin g in One!]
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07-03-2009 01:08 PM
Re: The LittleBIGR eview Group [Everythin g in One!]
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07-03-2009 05:50 PM
Project Flux
AUTHOR (PSN ID) : Walter-Kovacs
CATEGORY: Platform
DIFFICULTY: [Medium] - [Hard]
LEVEL LOCATION: Middle of the Pacific Ocean
PROS:
The level's content, just like it's name and description, is unique and very diverse in every sense of the word. The description is just enough for you to understand the level's concept. Other than that, nothing else needs to be significantly cleared up in the description. The level opens up with it's name displayed above your sackboy/girl. By initially walking towards the left, the author displays his username through the use of a cool emitting effect. When you continue to the right, you are taunted by the sight of the scoreboard giving the illusion that the level is short. This immediate judgment is far from the truth. As you try to reach the scoreboard, the route takes a drastic change and ends up being this Topsy-Turvy world where you do not know difference between up and down. An astounding amount of obstacles and hazards must be tackled to reach the end before time is up. Oh yeah, I forgot to mention that it is a race as well. There is such a varied array of obstacles that it feels like the author just wrote all of his ideas on pieces of paper, placed them in a glass, shaked them up and tipped the glass over to know in what order to place them. If you have patience, take pleasure on conquering challenges and up for an adrenaline rush then this level is for you.
CONS:
This level is rather challenging for anyone, but I believe that veterans will appreciate all the work that has gone into it. A lot of precise timing is involved and sadly some players are not willing to make that commitment.
NITPICKS:
- The switch that must be grabbed to rotate the whole complex is not well presented and explained.
SUGGESTIONS:
- Make the first switch look more like a switch. It just looks like something that was added on for visual reasons. Also, a magic mouth could be triggered close to it hinting players that something must be grabbed in order to continue. Once this first switch is explained the other will be automatically understood.
- The boxing glove is too constant. I would make it be emitted less often.
- I would make all the giant rotating gears out of grabbable material. All of the jumps involved with them are too pinpoint. Making them grabbable will soften the difficulty level and increase the player's enjoyment.
- Add to the level's description something like: "All LBP veterans are being called out to this challenge". This is done with the purpose of making sure that players know what they are getting themselves into and rate accordingly.
OVERALL RATING: 4/5 


VERY GOOD! [level hearted and author not hearted]



Re: The LittleBIGR eview Group [Everythin g in One!]
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07-03-2009 07:49 PM - last edited on 07-03-2009 07:51 PM
TOWERS_85_87 wrote:Project Flux
AUTHOR (PSN ID) : Walter-Kovacs
CATEGORY: Platform
DIFFICULTY: [Medium] - [Hard]
LEVEL LOCATION: Middle of the Pacific Ocean
PROS:
The level's content, just like it's name and description, is unique and very diverse in every sense of the word. The description is just enough for you to understand the level's concept. Other than that, nothing else needs to be significantly cleared up in the description. The level opens up with it's name displayed above your sackboy/girl. By initially walking towards the left, the author displays his username through the use of a cool emitting effect. When you continue to the right, you are taunted by the sight of the scoreboard giving the illusion that the level is short. This immediate judgment is far from the truth. As you try to reach the scoreboard, the route takes a drastic change and ends up being this Topsy-Turvy world where you do not know difference between up and down. An astounding amount of obstacles and hazards must be tackled to reach the end before time is up. Oh yeah, I forgot to mention that it is a race as well. There is such a varied array of obstacles that it feels like the author just wrote all of his ideas on pieces of paper, placed them in a glass, shaked them up and tipped the glass over to know in what order to place them. If you have patience, take pleasure on conquering challenges and up for an adrenaline rush then this level is for you.
CONS:
This level is rather challenging for anyone, but I believe that veterans will appreciate all the work that has gone into it. A lot of precise timing is involved and sadly some players are not willing to make that commitment.
NITPICKS:
- The switch that must be grabbed to rotate the whole complex is not well presented and explained.
SUGGESTIONS:
- Make the first switch look more like a switch. It just looks like something that was added on for visual reasons. Also, a magic mouth could be triggered close to it hinting players that something must be grabbed in order to continue. Once this first switch is explained the other will be automatically understood.
- The boxing glove is too constant. I would make it be emitted less often.
- I would make all the giant rotating gears out of grabbable material. All of the jumps involved with them are too pinpoint. Making them grabbable will soften the difficulty level and increase the player's enjoyment.
- Add to the level's description something like: "All LBP veterans are being called out to this challenge". This is done with the purpose of making sure that players know what they are getting themselves into and rate accordingly.
OVERALL RATING: 4/5
VERY GOOD! [level hearted and author not hearted]
I think this is one of the most accurate descriptions of my level ever
. I really had no plan when I made this level other than the rotation effect, so it does have a very mashed up feel to it. You are totally right about the grab switch and the wheel that it hard to get up on. I will fix these when I get back on my PS3. I'm hesitant to slow down the boxing gloves, but maybe just a touch.
PSN: Walter-Kovacs
Levels:
1. Project Flux
2. Keep Up!
Re: The LittleBIGR eview Group [Everythin g in One!]
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07-03-2009 09:48 PM - last edited on 07-04-2009 07:04 AM
I apologize to any requests I currently have assigned to me. I want to make it clear that I will do them, some tomorrow and the rest on Sunday. Today I had absolutely--literally--no time. Tomorrow I leave at 11:00 A.M. for obviously July 4th. I will try to get some reviews done tomorrow morning, and the rest on Sunday. I apologize for my lateness.
Re: The LittleBIGR eview Group [Everythin g in One!]
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07-04-2009 08:51 AM
Sackboy's Inferno Episode Three
AUTHOR (PSN ID) : sighwhatever
CATEGORY: Puzzler
DIFFICULTY: [Extreme]
LEVEL LOCATION: To the right of North America
PROS:
A nicely crafted introduction helps the player catch up and understand this fourth installment of the author's inferno series. It is entitled "Episode Three", but there is an "Episode Zero" before "Episode One". So in total, there are four levels. The story revolves around sackboy's life after death. In this episode, sackboy ventures deeper into the bowels of what appears to be LBP's industrial factory from heck. Not much is divulged in regards to where you are going. For now, it has been left to the player's interpretation. This adds to the aura that the author has set in the level. The industrial factory's design is very well constructed and the colors fit accordingly. Once you get passed an initial mind hurdle (which I wont say), the following puzzles are better understood but with a higher degree of difficulty. I personally was able to reach puzzle #10. Not that they are labeled, but I counted them. I must have played it a dozen times, but it was mostly due to some glitches in the level. This level is intended for HARDCORE fans who are willing to spend at least an hour decoding this fun, challenging, confounding and perplexing level.
CONS:
I must say that this level has got to be without a shadow of a doubt THE HARDEST that I have ever played!!!. As a reviewer and dedicated sackboy, I have as a personal commitment to finish all the levels that I start. This level is going to have to get an exception from me. I do not mind the mind-puzzling obstacles, but the distressing amount of glitches made it in fact feel like an inferno. To test if it only happened to me, I dragged me brother out of his bed (joking. LOL) and asked him if he could play the level. Not to my surprise, he also had a difficult time with it and experienced the same glitches I did. If it were not for the glitches I would have rated it higher. Even veterans might think twice before restarting this level. To get to the last puzzle I reached it took around 11 to 13 minutes. That's after I restarted the level and already knew how to solve the puzzles.
NITPICKS:
- Some levers broke after several attempts.
- The checkpoints over the deadly gas "glitch" puzzles are incredibly frustrating.
SUGGESTIONS:
- Make the first lever have more space to its left and place it higher. In one's very first run, it gets annoying since it constantly moves accidentally as the player runs below or jumps over it.
- The grabbable wall to the right of that same puzzle should be higher. Both my brother and myself attempted the same thing; which was climb over that wall. Once we did we both fell out of the main level and into the template. We had to restart the level.
- The level will please more players if you remove the skull and black sticker to expose the checkpoint. This is so that players can associate the level's gameplay concept faster. The drawback will be that it will take away from the feeling your making your level emit to your players. It's up to you.
- The lever that constantly broke was the one in the tenth puzzle; where one has to run under the door before time is up. Try to tweak the bolt that holds it together and see if it can resist more (the Stiffness or strength option).
- Within the previously mentioned puzzle, the ticket stub (labeled 666) is needed to reach the lever that emits the tetherless jeckpack. The bad thing about it is that once the jetpack is emitted it sometimes gets completely tipped over by the ticket stub. Thus having to restart the level. Make the ticket stub out of disappearing material and that it vanishes by a magnetic key attached in the jetpack's base.
- The glitch that bothered us the most appears in two puzzles. These puzzles involve the activation of a checkpoint so that the grabbable material where it is placed is broken by the falling door. During the brainstorming process, both me and my brother accidentally removed our jetpacks. Doing so made us respawn at that checkpoint constantly as we fell into the deadly yellow gas. I cannot think of any permanent solution for this except adding something in the level's description that reads: "Do not press the O button to remove jetpack.
OVERALL RATING: 3/5 

Worth Playing!! [level and author not hearted]
Re: The LittleBIGR eview Group [Everythin g in One!]
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07-04-2009 10:09 AM - last edited on 07-04-2009 10:12 AM
A Swim in The Mushroom Kingdom: Quest For Caviare
AUTHOR (PSN ID) : keell
CATEGORY: Mini Game
DIFFICULTY: [Medium]
LEVEL LOCATION: North Pacific (Just outside North America)
PROS:
This level is a mini game where you must try to find all 10 caviares (Big Score bubbles) that are hidden throughout this underwater wonderland. If you find five or more, prizes will be given to you at the end. This level is full of great and pleasing custom characters as well as delightful surprises. All of hazards from the original game were implemented in the level. Providing the player with the complete experience of a Mario Underwater level. As it can be seen in the photos taken with the in-game camera, the characters are detailed and are a perfect recreation of their original selves. Quick maneuvers over some of these characters can be planned since you see them coming towards you. Others come out of nowhere to surprise you and it feels really cool. The game mechanics and aesthetics are very well measured and calculated. The author has even gone to great length's by working with another member of the LBP community to provide him with THE BEST regeneration of Mario's Underwater theme song. It made me feel like a kid again! ![]()
CONS:
The level's background looks empty. I know that it is a recreation, but I would give it a more modern look.
NITPICKS:
- The squids tend to suddenly shift from one spot to another. As is they are teleporting. This abrupt movement took away some lives from my sackboy.
SUGGESTIONS:
- What's a Mario level without having it's trademark game logo name shown? Instead of having the player immediately start swimming, make a custom made level logo appear so that players may read it. Here are a couple of images so you get a better idea of what Im referring to:
Image 2
Image 3
- You already have algae to the level, but if you want you could add the red algae as a thin layer. Look at the here.
- You can make the fins of the red fishes move faster. Like in the original.
OVERALL RATING: 4/5 


VERY GOOD! [level and author not hearted]











