LittleBigForum Archive
LittleBigPlanet Vita

System.Overkill [Topdown Action/Adventure]

Archive: 10 posts
2014-05-06 15:42:00 / Author: 3rdEyeBoy

I'm new here, so first off....HI! I've been creating in LBP since the first one, i mainly start projects and never finish them due to the size of my scope. I can never find the time to implement everything, so i seldom publish anything, even if it feels like i put a lot of work in!. This is my first Vita creation, although i have been working on my own interpretation of the classic PSone ARPG, Alundra, for quite some time. I really hope i get that one done as i believe it is unlike anything else in that field on LBP so far.

Anyway.... here's something a little more simpler.......


"Amazing. One of the best top down shooters." ~ guarneri1732

"Epic! Amazing job man, I'm impressed! This is really well done and very enjoyable to play! Loved the Classic arcade feel to it" ~ justjar95

"Wow, this is completely bad ace! Excellent work." ~ jester946

"Was very much wowed by it. Man! This level is very cool." ~ Biorogue

"Was hugely impressed by this! Deserves to be hugely popular." ~ mdoodle22

This is a top down, old-school, sci-fi blaster.

Quite a simple set up as i wanted to bark back to classic 16-bit games where you had little intros, little to no cutscenes or story, but just hardcore action with intense difficulty.

You are Blake Colt

And you like to mow down bad guys with little after-thought!!

In this game, you are in a troubled future, once friendly robots designed to protect or serve us have gone A-wire and are terrorising the city. Of course, only one badass can be called upon, Blake Colt.

In this mission, you are sent to a Robot Compound where our researchers need to bypass in order to further our knowledge of their malfunctioning. However, the place is swarming with Bots and Blake is sent in to do the dirty work for our scientists to enter peacefully.

Blow stuff up!

6 Weapons to wield!

Secrets to find!

Power-Ups to use!

Old-school difficulty!

Maze-like, non-linear Level design!

Secondary Objectives to complete!

Think you can get the full 3-star rating? I'll be seriously, seriously impressed if you do!

Feedback is also very much welcomed. There's some damn good creators out there and i don't want to look stupid standing next to them haha.

Thanks for looking!
2014-05-06 15:42:00
Posts: 4

2014-05-07 10:40:00 / Author: Sandro8708
Welcome. I'll play your lvl later when Im on. Queued
2014-05-07 10:40:00
Posts: 705

2014-05-07 21:23:00 / Author: PyroTrooper91
Very creative thread! Consider it queued
2014-05-07 21:23:00
Posts: 1670

2014-05-11 13:43:00 / Author: Sandro8708
Great lvl! Well done. Love to see how detailed you did the characters and its really funny
2014-05-11 13:43:00
Posts: 705

2014-05-12 06:36:00 / Author: Biorogue
I played this yesterday and was very much wowed by it. Excellent work on it for sure. Love the opening graphics! The environment is pretty cool and the character model is really neat as well. The difficulty factor got me. I died in the first room of enemies. I wish I could better see my bullets flying out so that I can adjust my aim accordingly. I never did fully get used to the controls before I died and that's 100% my fault. Instead of exploring a bit, I just jumped right in. Man! This level is very cool. Can't wait to play it again.
Suggestion though. Can we have some more lives? Maybe 2 or 3?
2014-05-12 06:36:00
Posts: 580

2014-05-12 08:30:00 / Author: 3rdEyeBoy

Thanks all who have queued and/or played this.

Ahhh no, you died! Even though i am aiming for that old-school level of difficulty, somebody dying in the first room is never a good thing, so i value this feedback. To be honest, i think i agree with you in having more lives, so that people have more of a chance to learn how it all works. The problem is implementing them. I can't respawn my character because he is linked up to some logic within the level, so i may have to think of something else and i may have the answer.

The control mechanics i was worried about and i kept questioning whether to change them or add a lock on feature, but there are games out there with the same control layout, recent example - Hotline Miami, so i do feel deep down that it may just be an uncommon layout and therefore will need some slight practice from some. Having said that, i think you are right about the line of fire. I think that could help without taking away from the "classic difficulty".

If i implement these changes, do you mind trying it again? I'd rather someone who had a bit of trouble with the mechanics test it, rather than someone who may be used to something like this.

P.S I don't know anyone with the Vita version of LBP, so i don't have any play testers for my levels. If anyone is into doing that kinda thing, i'd love to use your skills for any future projects? PSN - HouseQuake
2014-05-12 08:30:00
Posts: 4

2014-05-21 06:03:00 / Author: 3rdEyeBoy
Updated this level to give you:-

ONE extra life

An AIMER to help you in your shooting

More medkit pick-ups

Different enemy layout

Enemy tweaks to make them and the battle more fluid

This was all based off of the feedback
2014-05-21 06:03:00
Posts: 4

2014-05-22 15:40:00 / Author: TheAngler2010
looks cool
2014-05-22 15:40:00
Posts: 185

2014-05-22 18:04:00 / Author: dolphins-R-lame
2014-05-22 18:04:00
Posts: 869

2014-05-24 13:19:00 / Author: 3rdEyeBoy

Looking forward to more feedback
2014-05-24 13:19:00
Posts: 4
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