I'm on the fence about getting L2. I have L1 and play it frequently. I like the almost trance state I get into where it I just 'will' the ball to follow a path and it does (yes - the controls are that good). I played the five demo levels of L2 and it's like racing on a pinball machine in comparison. I dunno - may not be right for me. Thoughts?
Maybe. But pretty right for pinball maniacs like me. Ideal combination, very polished and smooth. Just my thoughts: One of the best games and pushed-up simulators on iDevices. Nothing less and nothing more. Molto divertimento fantastico! Love the ghost balls. Updated my blog with those great news. (German language but w lots of screenshots.) Any details on the hickups of iTunes App Store last night?
The demo was awesome! Buttery smooth and gave a hint at very clever and well-thought-out level designs to follow. Just taken aback by how different the game experience is. Bravo for having the vision to really evolve the genre. It's just so different!
If you mean it seems faster and more careless then... no, not particularly. Just because the bumpers are there doesn't mean you can just ping around the levels enjoying yourself, once you get past the easier levels you still need to master that trance-like state to carefully navigate around obstacles, except this time you'll need to learn to "feel" the pull of the magnet/push of the fan and work against it.
Cool! Good to know it's not all speed and bumpers. Hoping they can turn off the 3D walls in an update. I tried them on L1 and prefer playing without the effect.
Yeah I'm not sure why they took it out, but after playing with 3D walls for a while I think I prefer it this way. Also Re: difficulty, I'm sure there will still be people out there designing classic levels for you to play, there's even several official sets in the game based around classic levels without any of the fancy new obstacles put in.
Sorry if this is mentioned already, but how does multiplayer work? Like if there's 2 players, then each controls one ball on the same level to get it into the same goal??
I'm not able to try out the multiplayer, but I'm guessing you just see the other player's ghost and compete for the best times. Anyone know if there's collision detection?
MidianGTX I linked your thread and used your screenshot in the Labyrinth 2 article. One thing I noticed about the level creator, it has no problem allowing you to create levels which are flat out impossible to beat. I've played a few so far that I can't quite decide if I'm just terrible, or if some of the level packs out there have a level 5 that is intentionally impossible.
Thanks! When you decide to publish your level pack you're forced to set a par time, so they'll all be possible The only way to play an impossible level is to make and play your own before publishing.
We'll be adding an option to turn off the perspective shift in an update (probably 1.1.0, which is the second planned update).
You play as you normally would and you also see the other players' balls. It gets quite hectic, and is a lot of fun. You probably won't realize it until you try it, so give it a go!
You can rest assure that all levels are possible to beat. The level designer has to play trough all levels before she can publish them, which guarantees that they are possible to complete But yeah, I agree, some are insanely hard! It's hard to make hard levels that aren't frustratingly hard. One way to keep levels hard but not frustrating, is to add a checkpoint here and there. More checkpoints for to people! Edit: Oh didn't see that MidianGTX already had answered! I really should start reading from the end instead
No collision detection in multi, 60 fps is absolutely critical and the ping times are not good enough for that precision. It is something we need to investigate a whole lot more to see it f it turns out good enough. Until then.. it's still super fun, and actually one of the best parts of the game!