Ok guys...I'm going to be playing through the current set of published stages in the project today and I'm going to try to be critical and post some feedback after each stage I play. I'll be editing this post after every play-through with my thoughts. I understand that some of you (Ryanardo and Ninja I believe) don't have GAF accounts so you can't post on the thread. If a Mod is reading this it would be great if for the sake of this project you give them an account, but otherwise if you have any questions or want to address anything that I point out here just message me on PSN or invite me to your pod or whatever.
Edit: Sometime in the next few days I am going to make my intro and outro music queue's into objects so I can send them to you guys so you can include them.
Base 1: Orz - What you managed to squeeze out of the LBP editor has me really impressed. I never even thought at the start of the project that Base 1 and 2 would have been possible to be recreated in the "FPS" perspective that you pulled off. I really enjoy your opening now that it feels more like a continuation of Jungle's ending, one typo I noticed this time around though is that you say "Press L1 to fire!" when it's R1
I did run into a couple of "glitches" though during my last playthrough. Sometimes when the next screen would appear, the bullets would fire as the pistons would drop them into place. The added velocity of the piston movement would basically make the bullets un-dodgable and they would basically be a cheap hit on the player. This also happened to me with the rollers once. Another issue was that I somehow got out of the box and while I still had control of the Contra avatar, when I eventually died the electricity thing couldn't get to me and kill me to send me to the game over screen.
Aside from those issues everything else ran without a hitch, but there are some areas that could use a little polish. I'm sure you are aware that when the boss screen comes up there are a lot of mag switches visible and it just comes off as a little unpolished. Also, as difficult I'm sure it was to make the new transition effect (and as good as they look), if there was some way to hide the pistons better that would probably sell it a little more. I also love how you put in the explosion effect I sent you, if you could possibly pair that effect with the explosions sound effect it would be even more satisfying to kill the enemies I think. If it's too much of an ordeal don't worry about it though as it's not a big deal. Another nitpick is that the track under the Contra avatar could probably be hidden better, as it is right now you can kind of see the sackboy moving around down there and it would be more convincing if the workings of the track were hidden.
As stated earlier, I love how you implemented actual working powerups into Base 1, I never expected anyone to do that and you pulled it off with flying colors. If only we could all do it, heh
Great transition to Waterfall as well, and great job overall. Like I said I tried to play Base 2 but it won't load :/ I hope everything is ok with that.
Waterfall: Ryanardo - you did a great job on this stage, particularly on the boss. I also love how you handled the rock hazard area in the beginning. When I first played your Waterfall the rock section and the moment near the end when the screen scrolled up to reveal the boss was the most memorable sections for sure, and felt exactly as I remebered them from the original Contra. When I saw your boss for the first time I was like :O I never expected it to look as good as you got it lol.
This is definitely the easiest stage in the bunch since currently the checkpoint system is conventional, and given the difficulties of applying the Contra spawn system into a vertical level I can't blame you for having it this way. Although I do think having them all as double checkpoints might be too generous. And if there is any way you could possibly have the checkpoint that follows in it, that would be awesome. The only way I can think to make it work is if you clear out enough space to fit a checkpoint in the front layer of the left side of the stage and somehow have an elevator attached to it rise up as the player goes up. This could be accomplished with a series of vertical pistons set to go off by a bunch of proximity switches placed along the level set to direction. Other than clearing out the layer on the left to give enough room for the player to drop safely onto a platform I think it wouldn't be too difficult to implement, but then again I could be wrong, lol.
Of course you currently have no enemies in there yet aside from turrets, can't wait to play it with them and I'm sure it will make it more difficult once they are in. In regards to your turrets, I think that that first turret section is a bit too tricky and could use a little tweaking. I find myself continuously dying in the "bunker" area trying to hide from the bullets to time my next move. Maybe if the turret that can currently shoot you down there couldn't and if the bullets moved a little more slowly it would make the section a little more forgiving because I feel that it's the hardest part of the stage right now and it's right at the beginning, so the flow feels a bit lopsided.
There isn't really any problems that I can see with the rest of the turret placements really. One thing to note though is that some of the turret battles feel more like "LittleBigPlanet" than "Contra," meaning that it's more of a switching layer game to wait for the bullet stream to subside then hop out and shoot, then hide again, and so on. Something you might want to consider is making the layer that the player is standing on from which they are having to fire at the turret to be 1 layer thick to force the player to jump over/navigate around the bullets so that it's more "Contra-ish." Experiment with bullet speeds to make sure it's not too difficult, though.
I'm hoping you have enough thermo to put in the appearing turret placements and wall powerups as well, as I think it the former would especially add a lot to Waterfall since there are so many turrets. I'll send everyone the wall plate dissolve and wall powerup covering/falcon logo when I get a chance.
And this isn't necessary but everyone seems to have a transition to the next stage, and I think a good opportunity for you to transition to Base 2 would be to have the post-boss destruction reveal an opening in the wall and then the player would jump through to the back layer and then make their way to the scoreboard inside Base 2. Just a suggestion
One other thing, did you ever get to Jaeyden's idea and try emitting blue paintballs off of the rocks? I am really curious as to how that looks and if the effect sells it as a waterfall a little more or if it just looks hokey.
Other than that I love playing Waterfall, especially the boss. The alternate attack you added in phase 2 works really well with keeping the player on their toes since before you could just find a safe spot and chill there while firing at it, heh.
Base 2 - It finally loaded
Really sweet intro, basically was what I was suggesting Ryanardo to do, but looks like there is no need now. Pretty much the same critique applies to this stage as they are essentially the same with different "screens." The only issue I ran into in Base 2 was that sped up bullet problem in the room right before the boss, as it fell down in place it accelerated the bullets that were shot. Love the bombs that the enemies throw and such, was a nice touch heh. The boss was great also, but again there were just polish things that were very apparent (I'm sure you're aware of these since you are still working on Base 2 and even still working on the boss). Mainly speakers and sensors that were in view, things like that. But yeah the boss played fine and everything is looking good overall dude. Oh and one anal nitpick, and you probably will think I'm crazy but for some reason it bothers me that you have a red label for player 1 and a blue for player 2 in the pre-game area when you have to drop down the chutes. Am I crazy or what? Lol.
Snowfield - Where this stage lacks in overall variety (due to the source material, not the author) it makes up for it with atmosphere. Ninja: in my opinion you were able make probably the moodiest stage in the project, with a really great lighting choice. The grenades are timed almost perfectly, and the minibosses and boss are spot on.
I'm glad you dropped the bullets from the turret shooters - makes jumping over them easier (which is good) and prevents the sackboy from auto-ducking. I did notice one other thing that I think could improve those enemies though, sackboy can only jump up and down so fast, and it would usually only take 2 or 3 attacks from the turret shooter before the frequency of the shoots would catch up to me and there would be nothing I could do to avoid dying since I would be on my way down from the jump and would just land on the bullets. I think that all that would need to be tweaked to fix this is the frequency, but feel free to experiment with bullet speed or whatever you think would be best.
Also, like we discussed yesterday if it's possible to thin out some of the layers with enemies on them to make it easier to shoot them that would probably be for the best since currently with the camera angle (which I think should remain how it is since it best suits the grenades) makes it a little tricky distinguishing which layer an enemy is in. That would be solved if they were only on a platform 1 layer thick.
The boss fight is really great and you got the look of it perfect. One odd thing did happen to me just now after playing through your stage though, the boss didn't appear until I got to the very end, next to the doorway. Then the boss attacked, and for some reason the door exploded and killed me, lol. I'm assuming at some point during the boss fight the door explodes to reveal the post-boss exit and it happened prematurely or something. Speaking of which, as you know I love your outro leading into Energy Zone. Amazing stuff.
Hopefully you can get the cheatcode working for extra lives, and manage to squeeze in all the powerups the stage has, but regardless of that Snowfield feels pretty complete. It's unfortunate that there isn't more going on in that stage for you to do, since I know your talents could have lended itself to more variety, but Snowfield is what it is.
Oh, one other thing before I forget, I know I suggested this already, and hopefully you would be able to do it given the thermo and all, but I think it would be really cool if you would make the water shooter's bullet to split into 3 bullets that come down at the proper angles. All in all great job with Snowfield especially at such a short notice, I was worried about this stage since we had InfectedZero drop out halfway through production but you put my worries to rest.
Energy Zone - You nailed the look and the fire plumes throughout this stage, El_Beefo. Navigating through the fire sections is definitely my favorite part about it. There are a few emitters and stuff that you forgot to hide though, and it would add to the polish if you went in and hid them.
The boss I was worried about, especially after I first played him because while you found a good solution for the player not being able to jump over the boss by adding the platforms, it made it too easy since you could just stand in one spot out of harms way. Adding the secondary vertical laser beams was a great idea that remedied that completely. (Also love your outro section you recently added
great job there, looks awesome).
What I feel that most needs to be addressed is the way you have the enemies set up. As it is now, it feels more like "lob bullets really really far and navigate through a bunch of slow moving plasma balls" instead of a series of situations the player should have to navigate through sections at a time, you know? If you watch the Energy Zone video (or play the stage) there aren't bullets coming at you from enemies 100 yards ahead, the game throws enemies at the player little by little, cause the player to react by each additional enemy when they are in view. How it is now, there are a bunch of enemies shooting with the same frequency making it feel predictable and just overall not like Contra is supposed to feel. Although you are one of the few of us that was able to get a large number of enemies present in the stage, which is great, I just think that an easy solution would be to just have a proximity sensor on each enemy to prevent them from shooting so far ahead of the player, and the camera should be more side-scrolling oriented than it is now (at least in the first part).
Another thing to consider (although it might not be possible with your current thermo levels) is adding that red orange haze effect that Ninja has in his outro with the spotlight, even if only at certain sections (mainly the fire plume parts) it would add a lot to the atmosphere and add to the feeling of being in a very hot stage, which would add a great level of immersion to Energy Zone as a whole.
It's good to see that you have your cheat code in there already as well as your falcon wall powerup locations
With the sticker switch route we are taking the powerups in, you will be able to more accurately place the first powerup within the flooring. Obviously you didn't have it there since you wouldn't have been able to shoot it otherwise, but using a sticker fixes that problem. I'll send out the objects to everyone soon.
Hangar - Jaeyden, the attention to detail in your stage amazes me. This is probably the best example in my opinion on how to properly "update" an old school level. It all feels familiar, but with eye candy at every turn. From the well placed spotlights to the exhaust ports and - my favorite - the part where the giant servo mechanism attaches itself to the opposite platform near the end before the boss (along with the really cool Snowfield throwback that I don't want to spoil for anyone), it all looks amazing. You also definitely have the best "debris goes everywhere" explosions out of all of us, the turrets are oh so satisfying to destroy. I really hope you're able to work around that spiked wall bug you're having to deal with, as those explosions also kicked ass, but if it doesn't work out don't sweat it, the rest of the stage easily makes up for it.
I'd say the only things that might improve it are some slight tweaking, some of which you already addressed but it isn't in the current publish since you were having those issues. I think making the camera a little more oriented on the left side of the spikes - or even completely 2D oriented - would make it a lot easier to tell when you need to time your move to safely cross under them. And there's also that issue of trying to land on that one cart, but for some reason you will fall and get electrocuted. Also, today I got stuck in the ceiling after spawning from the checkpoint. It was right above that pod you have with the star decoration, that awards a prize bubble. After jumping around a bit I was able to find the hole but it took 15 or so seconds before I managed to do it. Another thing regarding your turrets, and I think I heard you say something about adjusting the angles or rotation, but at certain parts it feels like the turrets can't even hit you, namely the trolley sections. It seems I am completely safe on the carts and it would be fun and tricky to have to dodge incoming bullets while being confined to the trolley as the only source of sure-footing.
The boss is coming along really nicely and I'm sure once it's done it will be a blast to play, since it already is. The lights you added (that I don't think are actually in this publish unfortunately...I don't think I saw them) to indicate when you have shot a particular spot of the boss really helps out on giving the player clues on where to shoot, and the fact that it has phases is great.
Something that always seems to get me killed, though, is that you have some enemies appear right on top of the player, or too close to really react in time. I think that if you want to use emitters to spawn enemies that drop down that it should probably be off screen or right behind the player set as an ambush, but if it happens right in front of me as I'm running there just isn't enough time to react really, and if I do have time to react and manage to shoot it it just blows up in my face, lol.
All in all a very fun stage to play, and to look at. The color correction you chose compliments the color palette nicely and your transition to Alien's Lair is moody and sinister. Hopefully Donkey Show will have something to show us soon! *wink wink*