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#11
Other Projects / Fizzles – Level 6 “The Crystal...
Last post by HPWsoft - July 31, 2026, 08:51:49 AM
Hi everyone,

I've released a new test version of Fizzles.

The downloadable versions for Windows and Android now include Levels 1–6. The browser version remains on the stable Levels 1–5 build for now.

Level 6 marks the next step in the development of Fizzles. The first five levels mainly introduced the abilities one at a time. "The Crystal Cave" is the first larger puzzle that requires several abilities to be combined.

Abilities used in this level include:

Floater
Climber
Blocker
Planter / bridge building

The Fizzles must be protected from hazards, stopped at the right locations, and guided across several levels of terrain toward the exit.

Several other areas have also been updated since the previous version:

New Level 6 with its own background and music
Revised balancing
Improved ability order in the HUD
Assigning a new ability now replaces the previously assigned ability instead of stacking
Improvements to bridge and terrain behaviour
Various visual and technical refinements

Feedback from experienced players in the Lemmings community would be especially valuable.

I would be particularly interested in your thoughts on the following:

Is the solution to Level 6 understandable?
Is the increase in difficulty from Level 5 appropriate?
Does the puzzle feel fair, or does it rely too heavily on trial and error?
Are the available abilities and quantities well balanced?
Do the mouse and touch controls feel comfortable?
Are there any problems with bridge building or Fizzle behaviour?
How is the performance on Windows or Android?
Available versions
Windows: Levels 1–6
Android: Levels 1–6
Web browser: Levels 1–5

Play or download the demo here:

https://hpwsoft.itch.io/fizzles

More information and community links:

https://hpwsoft.com/fizzles/community/

Fizzles is an original puzzle rescue game inspired by the classic concept of guiding small creatures safely to an exit by assigning different abilities. It is being developed with Godot 4.6 and contains no ads, no tracking, and no account requirement.

Thank you to everyone who tries the new version and shares feedback. Further levels are planned to be released gradually as community test versions.

Tester shortcuts

The following test shortcuts are available:

1 – Load Level 1 directly
2 – Load Level 2 directly
3 – Load Level 3 directly
4 – Load Level 4 directly
5 – Load Level 5 directly
6 – Load Level 6 directly
R – Restart the current level
Esc – Quit the game

On Android phones and tablets, these shortcuts can be used with an external USB or Bluetooth keyboard.
#12
Game Bugs & Suggestions / Re: [+][SUG][PL/ED] Keep playt...
Last post by Guigui - July 31, 2026, 08:17:44 AM
Oh yes, clear the replays only when the editor is closed looks like the best option.

Also giving the option to choose whether to keep or delete works for flexibility and user comfort.
#13
Game Bugs & Suggestions / Re: [+][SUG][PL/ED] Keep playt...
Last post by WillLem - July 30, 2026, 11:48:07 PM
Quote from: Guigui on July 30, 2026, 08:20:46 AMI think save and load replay in any case.

Agreed, for the same reason you mentioned.

Quote from: Guigui on July 30, 2026, 08:20:46 AMAs for keeping a single replay or a full set, I still think a single would be enough.

If a user is working on one level at a time, a single replay is enough. But they might be working on several levels in a single session, in which case it may be useful for them to be able to come back to a level they were working on earlier.

One approach might be to save as many replays as necessary (keeping to a maximum of one per level), and clear them all when the Editor is closed. This could also be made optional (i.e. Keep / Delete), so that users can choose whatever best fits their workflow.
#14
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Crani...
Last post by MASTER-88 - July 30, 2026, 03:40:17 PM
Really have test this one.  Yes its work well.

Chaos 21 Think Fast
7 skills solution and yes its work well here too. I Did similar type level my Oh Yeah More Lemmings
#15
Game Bugs & Suggestions / Re: [+][SUG][PL/ED] Keep playt...
Last post by Guigui - July 30, 2026, 08:20:46 AM
I think save and load replay in any case. The main aim is to not have to replay the level up to the point where modifications have been made, so no problem if previous play was not a solve.

As for keeping a single replay or a full set, I still think a single would be enough.
If I want to make a solution folder, I can make the effort to click the 'save replay' button, and store the replays where I want to keep them.
#16
Game Bugs & Suggestions / Re: [+][SUG][PL/ED] Keep playt...
Last post by WillLem - July 30, 2026, 12:58:06 AM
Question: should the replay only be saved (and loaded) if it successfully completes the level, or should it be saved (and loaded) regardless?
#17
General Discussion / Re: [POLL] Lemmings Forums UK ...
Last post by ∫tan x dx - July 29, 2026, 12:12:32 PM
Ah, looks like something has come up on the 14th for me.

I can't make the 14th, but I'll definitely be there on the 13th!  :thumbsup:
#18
Other Projects / Re: [RELEASE] Lemmings: a PICO...
Last post by Buzzard - July 29, 2026, 11:59:30 AM
Hi Namida,
Thanks for checking it out! I'll definitely take that as a compliment, thanks!  :)
The Master System version is actually the one I've played the least. What I mainly based on the NES version were the levels and the smaller sprites.
although I did end up leaning a little more towards the Amiga version with the sprites.

Here's an example of how I adjusted the climber to lean a bit more towards the Amiga version:


For the gameplay itself, I tried to stay closer to the SNES and Amiga versions.

#19
Other Projects / Re: [RELEASE] Lemmings: a PICO...
Last post by namida - July 29, 2026, 10:52:41 AM
I had a quick play with it. Honestly - I have to say the gameplay feels more comparable to the SMS version than the NES version (that's not a bad thing; the SMS version is one of the best ports IMO).
#20
Other Projects / Re: [RELEASE] Lemmings: a PICO...
Last post by Buzzard - July 29, 2026, 07:26:40 AM
Hi Nessy,
Thanks you much! 😊 Really glad you're enjoying it!
The NES version actually felt like a good starting point for a PICO-8 demake, since it already had to work within quite a few limitations. I did borrow a lot from the Amiga version (and SNES) though, like the improved Lemming sprites, tiles, cursor, and various other little details.
And it's really cool to hear from someone who actually played the NES version a lot and appreciates those level variations! 😄
And if you feel like leaving a little rating or review on itch, that would be hugely appreciated and really helps! 😊

*P.S. The music was done by Eric Billingsley, he's awesome! We used the SNES music as a reference, and he absolutely nailed it.  :thumbsup: