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Super Lovely Planet, the newest installment in the Lovely Planet series. Changing up the genre of the previous games from First Person Shooter/Platformer to a Third Person Platformer is a very risky step and you have to give the dev some credit for trying out something new. But does it work out in the end and is Super Lovely Planet as good as its predecessors? In its core the game is still a high precision platformer focused on speedrunning with the same lovely aesthetics and the same level of challenge. The new control scheme may take some time getting used to but after a while it feels as tight as always. If you played the previous games you are probably familiar with the charm of the game, the dev knows how to craft a game world and they did it again this time. The atmosphere is just as good as in the original Lovely Planet and everything is filled with secrets to explore and stories to discover. There is a variety of enemies and obstacles that you encounter throughout various differently themed worlds while making your way through this new adventure to provide a gripping experience for new players and veterans. Oh and did I mention that the soundtrack is great? So in the end does this change to the series work out and bring in some fresh air? If you ask me it totally does. Super Lovely Planet is a great addition to the series and I can recommend it to all the fans of the original game or people that enjoy high precision platforming in general.
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Hours played at review time, across 34 reviews with recorded playtime.
Super Lovely Planet is not a good game. It sucks to have to say that, considering the original Lovely Planet is one of my favorite games ever, but I just did not find much to enjoy here. It's just... a mess of a game that never really figures out what it wants to be and doesn't feel nearly as polished as the previous two lovely planet games. The biggest issue is that everything just feels slightly off. Some enemies shoot bullets slightly too fast or accurately. Enemies can still shoot from a range that feels just a bit too large. The controls feel just a bit too stiff. The levels feel just a bit too long. The levels. These levels are... really sloppy in design, especially compared to the tightness of the previous games. There's no sense of flow, there's moments of waiting around pointlessly, a lot of obstacles feel less like a string of events to be performed in sequence and more discordant, arbitrary things going on that clash with each other and create a confusing mess. Mostly it often feels like there's no structure or organization to the levels and that playing the same way every time doesn't necessarily yield the same results like it would in the previous games. And the end result is that the game sucks as a casual game, really. Maybe not if you're just trying to clear levels or get A ranks, but getting S ranks is an exercise in frustrating and especially an exercise in luck, because damned if you can get anything in the game to behave consistently. I also think the autojump was a mistake here, in the original lovely planet there was a ton of time between your jumps - here, fractions of a second, meaning it's super easy to accidentally jump one time too many, or bounce forward off an enemy without meaning to. And it feels really twitchy but in a way that just doesn't work. Like you're punished severely for holding down a button two milliseconds longer than you should. And having health is pointless when every other hit is just going to lead to you getting comboed to death or knocked off the edge of a level. It feels like it has a lot of the opposite problems of Arcade - that game was super, super tightly designed to the point where it was more of a puzzle game than an action game, and it kind of sucked as a speedrun game as a result, but casually it was still fairly fun and enjoyable. This game sucks casually but as a speedrun game there is a lot more potential there, mostly for how broken a lot of the game is and how easy it is to skip straight to the end of most levels. There's a gimmick in some stages where you can enter first person mode and look at a blue stick enemy and you'll teleport to him if you look long enough, but you can just look at him through walls and teleport from anywhere in the level, doesn't need to be a line of sight. And I've already personally seen some wacky physics glitches just in the time I've played the game, that can be exploited in ways the developer obviously never intended. I don't know if that's to be lauded though - you could do unintented things in the original lovely planet, sure, but aside from the civ bug none of it was really that broken or bending the rules of the game in any way. You could jump places the game didn't expect you to be, but it wasn't a glitch that let you do it, and obviously there was some degree of intention for player freedom in the design of a lot of those levels. Here the player is given almost too much freedom at the expense of a game that functions like it should, and at the expense of a game that's enjoyable to play in a setting other than glitchy speedrunning. And I can't really recommend it, when you can do so much better. It's especially disappointing coming from the developer who I know is capable of much, much better - I've seen it.
[h1]Lovely Planet is finally back with its third installment in the series![/h1] Most reviews will compare Super Lovely Planet to the original game, or Arcade. I will not be making such comparisons because they're meant to be completely different experiences. [u]If you come into this game looking for a Lovely Planet 2 you will be disappointed.[/u] I have to admit - I'm a sucker for the aesthetic. Just booting it up for the first time and hearing the familiar style of music was enough to put a smile on my face. Set in a minimalistic, but mysterious, universe Super Lovely Planet offers a lot more story than you might expect at first glance. I've spent hours just jumping around the levels looking for secrets - and I've enjoyed every minute of it. The game has around 50 levels filled shortcuts and secrets. The game awards going off the beaten path - question is if you're good enough to traverse the terrain. Getting an S rank on all levels is definitely not an easy task, but it's one worth trying. There is one minor downside though. The controls. But don't let that scare you away! They will feel a bit unnatural in the beginning, but once you've gotten used to them they will feel just a natural as any of the other games.
Super Lovely Planet is not a game you should go into expecting Lovely Planet 2. The visuals are the same, but the developer has gone in a different direction with the gameplay. I was tentative, since I enjoyed the original so much and was...let down, to say the least, by Arcade, but watching just a few minutes of gameplay sold me on it. The game is very open for taking unique routes and shourtcuts, many of which the devs have done by intention. Mixing the levels rather than having you jump from one theme to another is nice for keeping up the variety, though I wish they hadn't put all the Marsh levels right beside one another, since they were the weakest part of the game I thought. The music is not as upbeat as Lovely Planet which wasn't something I really minded, though I was a lot more fond of the original soundtrack from the original compared to it. If you were not a fan of it in the first one, this will definitely be a positive change for you. The difficulty didn't really scale, it just bounced around. It worked nicely where you would get a level to breathe after a hard one, with none too difficult where it was irritating. The leaderboard did not make a return this game, but I'm of the mind that, if they're going to be implemented in a way where fake times are just going to be left on forever, I'd rather they not be there altogether. Overall, fairly short game, with a decent bit a replayability to find collectibles and optimize times. A step up from Arcade, but doesn't dethrone the original. Worth a play if you watch a bit of the gameplay and it seems like your type of game.
A fast-paced platformer that's really fun to speedrun.
一款3D平台跳跃游戏,画面比较卡通,由一些简单的图形构成所有关卡元素 基本玩法就是通过游戏里的各种平台,抵达终点(一个非常大的彩色五角星) 主角有三滴血、但是如果掉落到地图下面的话会立刻死掉 被敌人攻击到后会扣一滴血,但最重要的并不是这滴血,而是附加会向被击退一步,非常容易直接掉出平台摔死 另外吃掉场景内的黄色小星星能够回1滴血,而且数量非常多,所以一般来说只要不是连续被攻击三次,还是不容易被打死的(摔死不算) 角色除了移动外只有普通跳跃功能,这个游戏里的跳跃是完全固定距离的,无法调整远近,所以一些间隔的平台必须要算准起跳点 连续跳跃比滚动快,但不容易掌握距离,所以除了一些特殊点外还是少用为妙 游戏最大的特色应该在于完成路线并不固定,虽然有着较为明显的正常路线(虽说是明显,实际上是相对的,感觉这游戏里路痴比较容易迷路。。。),但有很多关卡四周都会有山,可以跳上去直接走近路 每一关都存在一定数量的隐藏道具(爱心),大多数都不在普通的路线上,需要仔细寻找,很多都是在山上、山脚这些地方的 游戏难度尚可,至少没有一关会卡非常多的时间,而且收集的隐藏道具(爱心)并不需要在一场游戏中同时完成,只要拿到一次即可
首先要感谢奶牛关野蔷薇,以及制作方所提供的steam key。 Super Lovely Planet是一款3D平台跳跃游戏,画面可爱且简洁清爽,游戏自身难度较高。它的前作是Lovely Planet,这是一款第一人称射击游戏,需要一边用弓箭射击敌人与地图元素,一边躲避敌人的子弹。前作和本作的相同之处,在于近似的画面与同样的高难度。 [h1]角色[/h1] 可操控角色是一个黄色的小球,有橡胶一般的材质感。它可以进行跳跃与多方向的移动,但跳跃滞空时间极短,无法在跳跃过程当中对落点进行微移,这就使小球每次跳跃的距离几乎是固定的,优点是连跳可使小球的移动速度更快,缺点是一旦跳出便无法调整。当然游戏对此有相应的设计,首先是小球的移动几乎没有惯性,松开方向键立刻就会停下;其次是小球具有一定的粘性,即使略微离开平台边缘也能够黏住。总之这让小球的操控手感非常好,不会出现跳到了却莫名滑落的情况。 玩家总共拥有3点生命值。收到敌人攻击或踩到陷阱都会消耗一点生命值,此时小球中心将出现一个微小的粉点,第二次受伤将变为红点,第三次受伤时后小球将直接爆炸消失。而回复生命值的方法就是吃取地图上的星星,每个可回复一点生命值。 游戏中NPC仅有一种,就是下图中深灰色的方块。其意义基本相当于一块提示板,上前对话可以为玩家提供一些信息,也会有意义不明的内容,某种意义上可以说是相当传统的NPC了。除此以外,玩家跳到NPC头上会反弹,因此部分场景可以把NPC当作跳板。 而游戏中的敌人就是下图中红色的方块,游戏中称其为“baddies”(坏人),它向玩家可以发射粉色的子弹,对玩家造成一点伤害并击退玩家。击败此类敌人有两种方法,第一种是不偏不倚地踩到他头上,第二种就是近身,到一定距离后敌人会耷拉下眉毛并停止射击,此时按E可以用近战攻击解决敌人。需要注意的是,如果与敌人接近到贴脸的程度,敌人会击退玩家。 几个关卡之后敌人会使用可平面变向的,轻微跟踪性质的子弹,在水田关卡及之后会出现戴斗笠的敌人,射速约为普通敌人的两倍。谢肉祭会出现头绑钵卷的敌人,射速约为普通敌人的四倍。35关会出现细长的敌人,子弹将变为立体空间全方向跟踪且不命中目标不消失。 [h1]关卡[/h1] 本作总共有52关,而52关又被分为几个类别:如空港、创造、水田、山脉、旧市街、谢肉祭、湿地、山等。不同关卡拥有其独特的地形,例如谢肉祭会出现带尖刺的光盘,湿地关卡被迷雾所笼罩。 本作不在关卡中途设置检查点,一旦中途死掉将直接从头来过。每关的目的是到达彩虹色的星星处,途中如果收到攻击则会降低评分。而每关的收集品则是大号的爱心,收集一次后即便死亡也仍旧保存。地面除去普通的草地,以及光盘、手机、哑铃等材质的地面外,还存在橘黄色和蓝色的平台。橘黄色的平台可以上升,而蓝色的平台停留时间过长将短暂消失。游戏中的陷阱有必备的刺儿、也有下图中这类红色的半球体、或是摇杆形状的炸弹、可移动的激光,其都会干扰玩家的正常行动。 有些关卡也为玩家提供了捷径,有仔细观察就能发现的,也有需要冒险尝试才能找到的,比如透明的桥。当然,还有一些作者没有料想到的捷径。例如32关,作者在steam的商店里专门描述了一长段该关的走法,然而如果在出生点直接往回走,蹭过右侧的山脉,便可降落在一个距离终点很近的地方。这不由得让我想起JOJO里某个同样是玩球的男人所说的话:“最短的捷径就是绕远路,绕远路就是我最短的捷径。” 令我稍微有所惊讶的是,本作甚至还存在着一定的剧情。在33关当中,走过一段透明的桥之后,与末端的NPC对话,NPC会说“Stay a while!”,在此稍等的话,画面将变红,然后直接进入一关没有编号的Summit关卡,可以与关卡中的NPC进行对话。NPC会告诉你一些有关LOVELY PLANET和他自己的事情。限于本作难度较高,我暂时还没有发现其它的剧情。 [h1]音乐与画面[/h1] 游戏音乐悠扬舒缓,演奏使用了很多东方乐器,例如尺八、三味线或其它类似的乐器。对国内来说也能让人觉得音乐很接地气,能够很容易接受。 除去本作当中的可爱元素之外,游戏当中还穿插着一些现代元素,有时能看到手机或是光盘被作为地面。而偶尔出现的雕花栏杆、石板路也带来了一丝和风元素。 [h1]其他[/h1] 难度:平台跳跃游戏不是我擅长的领域,本作我也没能顺利打完这52关,因此我对难度的评价必定过于片面。大多关卡较为困难,对于手残玩家非常不友好,35关以后一般玩家已经非常难以通过。因为3D的原因需要手动操控视角,致使很有可能从视野外或身后的地方飞来子弹而来不及闪躲,小球有受创硬直,并且受到伤害必定被击退,所以一旦在半空遭遇打击就很容易跌到地图以外,在地面上的受伤也可能会因为击退而造成连环惨案。 敌方的子弹全部都是自机狙,但子弹从生成到定向存在着一定的延迟,导致很多离敌人较近的时候,看到敌方子弹已经向地面的方向生成了,此时起跳仍会在空中遭遇自机狙的打击。同样,小球的跳跃键也存在着及其轻微的延迟,有些紧急情况可能会因此而来不及躲避子弹。 而作为一个3D游戏,本作很多地方还存在着有视觉差的地方,因为视觉差可能会导致距离估计错误,从而因此丧命,还好这类视差大多只是初见杀。 游戏性:收集要素仅有每关的几个爱心,除每关难度递增此之外,并没有其它能够增加游戏性的点了。 手感:在我玩过不多的平台跳跃游戏中,这款游戏的手感可谓完美。无论是小球的操作手感,亦或是近战的击杀手感,都让人无可挑剔,不过游戏中的击飞太多,有可能因此影响部分手感。 总评:7/10,平台游戏爱好者和能接受多次死亡的动作游戏玩家值得一玩。 评测首发于奶牛关,链接如下:https://cowlevel.net/game/Super_Lovely_Planet/review/2592534
i've had a lot of fun with this game, very fun to speed through levels and find all the secrets. unique platforming action! shame this game went unnoticed, i think it deserves more love
https://youtu.be/aVR1lpaAiag The same style and whimsy of the previous games are here, but the awkward character and control leave the game feeling like a shell of the previous incarnations.
Cute and colorful looks hide a pretty challenging platformer. As stated in the game's description, this is a very simple platformer. Your main character is a yellow ball with only one ability: to jump. It never tires, so it can string together jump after jump. You move through stages that unlock in a sequential order, although not all within the same level pack. For example, you could finish one stage and unlock the following one in another level pack, then finish the next one and unlock another stage in the first pack. The fact that levels are titled in the sequence in which they unlock creates some confusion. As a result, you will have stages out of order throughout all level packs. Although level packs have distinct names, such as “airport” and “hills”, they all take place in the same world and use the same assets. Each pack may include a new enemy or obstacle, but the visual style of the stages remains same. The objective also remains the same: all you have to do is jump and roll across platforms to reach the huge star at the end. Criteria for the grade received at the end is not explained. It appears like it is determined by your speed, the number of hits you receive, and the number of small stars you gather. Grade S is available for perfectionists, while grade A is sufficient for those who simply wish the achievement. The game's collectibles are hearts. There are a handful in each level, and the most of them are visible. Fortunately, they do not make the game into a chore. What I am trying to say with this is that once you grab a heart, it’s yours to keep. You do not have to complete a level. The bad news is that the stage select menu does not indicate whether or not you have collected hearts. This forces you to start each stage and look at the heart counter. Aside from platforms that either disappear beneath you or move you around, you will face additional mechanics. Bouncers, for example, are incredibly fair because they always launch you to the appropriate location. Approaching from the correct angle and maneuvering in the air to stick the landing are not required. Threats include red blobs, exploding apples, furious squares that shoot homing bullets, and more. You can take them down by jumping on them or approaching them for a melee attack. Since jumping on them comes with a bouncy effect that often throws you into the void around the stage, I suggest you take them out melee style. You can take a hit, but not three in a row. There are no checkpoints, so if you die, you must restart the stage.
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