)
but the graphics are good
)




In any case, it would had likely taken me another 15-20 minutes or so before I finally figured out the solution. This level received a backroute fix last month before I started my LP and now it finally all seemed properly patched up!
Love all the preplaced builder staircases and stacker!
It was pretty fun and enjoyable to figure out the best way to go through the level while also trying to be efficient with the skills. The main challenge was getting through the level with only platformers and stackers as your main constructive skills. The digging destructive skills are also pretty limited, so skills have the tendency to run out quickly.
The diggers especially can be quite difficult to figure out where they go, and the beginning has a really good red herring of making you think you need to bomb both trap triggers away when you only need to bomb the one on the right away. Bombing that and then bashing is not easy to see at all! Same thing with digging at the top so that you avoid using a builder. Well done with this level! 
In particular, I thought the miner would be involved in some complicated setup, but no, it's not. It's just used to get the higher of the bottom entrances up, while the bottom right can simply be released with a digger with the help of the stacker. Nice use of bashing to release the top right entrance, where I initially thought it was a blocker under the entrance and then dig it free with a faller from the hatch. I believe in this way you end up losing more than you can afford. Nice level and yes I agree that it's surprising that this level stumped me
At the same time, I wanted to get a gym workout in before my local gym closed, hence why I ended up stopping the recording early, as I would had kept going otherwise if it wasn't already close to closing time 
Nice challenging level and puzzle with figuring out how to get each of the two swimmers and two climbers out of their predicament and to the goal! 
This is the 4th replay in the zip file. Nice solution, especially with feeding the worker platformer pickups to keep going. Kind of reminds me of that one United Biolab level in the 4th rank where you don't start with skill 
Like Armani, figuring out how to get the first blocker down safely is the hardest IMO, though in my case it isn't too bad as I just gave the glider skill to him after collecting it
The many holes can be somewhat annoying when trying to get around them, but this was an intentional level design choice, even if it looks as if they might had been for backroute fixing 


Nice level but wow, definitely agree it's quite possibly the hardest of the entire pack.
I pretty much had the solution figured out quickly, with pretty much the only thing incorrect being where the second platformer goes. I made use of the highlight feature to be able to block behind the platformer and after the miner in order to turn the latter. Also, I had the wrong idea of how to get the climbers up to the top at the right time to block and turn the miner, but then I quickly realized a much easier and more reliable way to achieve this. I got lucky with obtaining the talisman on a blind playthrough of the level
Just like the previous level, I got very lucky of being able to obtain both talismans in the same solution! 
Guess that's something I completely forgot about from 4 years ago after watching Icho's solution. I did have a thought that maybe one can get a save all if the teleporter is used, so I tried for a time offline after getting the level solved in my LP, but I abandoned it after about 20 mins or so when I was counting the gaps that still needed builders and finding that there wouldn't be enough, especially when there's still the very tricky narrow corridor to build up to the exit. So, I would be surprised if anyone is able to pull off a save all! 
Quote from: WillLem on October 13, 2026, 05:59:31 AMNOTE: As a hi-res user, I feel particularly strongly about what happens here. Watching this space.I am as well. Of course I feel strongly that the macintosh handcrafted 2x versions are better than any attempt at upscaling graphics, but I am keen to see where people land on this.
Quote from: WillLem on October 13, 2026, 05:59:31 AMMaybe a few of us can take a style each and go ahead and prep all the graphics. That would certainly be better than one person doing all the work by themselves.
)Quote from: spaceagemeats on October 13, 2026, 01:34:39 AMmy iPad is ready!Just waiting for Apple approval and I'll sent a TestFlight link out. I specifically made iOS a 2.0 milestone because I wanted to NAIL down the full computer experience first and not get caught in the weeds of having to deal with multiple platforms at once. That said I am absolutely THRILLED at how well this game translates to touch devices. I knew it would work on iPad from playing that Cavemen clone back in the day (that sadly went away). But to play this on an iPhone in VERTICAL format and just have it be FUN is amazing to me. It's not only viable, it is a delight! Zooming in and out, the selection mechanics, every little QoL feature I added on top, the soundtracks. I can't wait for you all to try it out!
Quote from: namida on October 12, 2026, 11:28:01 PMQuote from: WillLem on October 12, 2026, 11:11:56 PMmaybe we could support hi-res-only styles in CE. If a level uses them, temporarily switch to hi-res whilst that level is playing.This would break 12.14 compatibility.
Quote from: UltimateLemmings on October 13, 2026, 12:12:40 AMIf you need help sorting the graphics in a format better suited to NL I am happy to assist.

Quote from: Proxima on October 13, 2026, 12:28:58 AMQuote from: namida on October 12, 2026, 11:28:01 PMBut, could they be used ... for supplied, rather than upscaled, high-res graphics for the default styles?
That was the idea when Will and I started doing exactly that a couple of years ago, with a copy of the Mac graphics sourced from, I believe, ccexplore. We got through most of the pillar style, and I still have those graphics on my installation of NL.