Recent posts

#11
Contests / Re: Level of the Year 2025: Pl...
Last post by JawaJuice - May 24, 2026, 04:55:30 PM
Nice one, @Icho :thumbsup: I think the Music tracks link might be broken though ;)
#12
Contests / Level of the Year 2025: Playin...
Last post by IchoTolot - May 24, 2026, 11:39:36 AM
Alright, so nominations are now closed. Before we open the voting, we first offer a period to play the levels again, to familiarize yourself with those you haven't yet played and review those you have.

The list of nominated levels can be found in the nominations topic, I see no need to duplicate it here. It also contains information on where to find these levels outside of my compilation here.

Download links:

- NL Levelpack of all nominated levels.

Every author with 3 or more levels in this category gets an own rank in the pack. At the end there is a mixed rank for the leftover levels. Extract the zip file inside the main NL folder.

- Music tracks

The custom music tacks of the nominated levels. Extract the zip file inside the main NL folder.

Note: The music packs for LOTY 2017 and 2018 are now removed due to space issues. You can still gather the music yourself or ask for it though. 

- Replay collection

Some gathered replays from a few of the nominated levels. As this was optional, only a part of the pack is covered here.

- Styles not found in the standard library


All other styles should be accesible over the standard NL styles library!

Playing phase will end: June 26th 2026

General level feedback and solution replays can be posted here in the topic if you want! Have fun playing! :)

If there are any errors I've made in the collection, don't hesitate to inform me here! As a reminder: This pack is nothing more than an optional service I provide as an attempt to make all nominated levels more easily accessible.
#13
NeoLemmix Levels / Re: TomatoLems [Difficulty: Ea...
Last post by Swerdis - May 24, 2026, 07:51:11 AM
Breezed through ScottyLems, I decided to play another short pack  which I don't expect to be a quick solve. Here we go.

Spoiler
Calm

1 - Beware of the Pipeline

Easy level to start off. I chose the top route here. 

2 - The Stumbling Block

Minimal skillset which doesn't leave many possibilities open. Some will die unfortunately.

3 - The Needs of the Few

Since platformers don't gain height, the bottom route is surely not the way to go. So I built a long platform from the brink of the crystal.

4 - A Slight Detour

Actually, not a detour, but a more direct approach. This level is certainly a step up in terms of difficulty.

5 - Status quo

Very straightforward and easy level in unfamiliar surroundings.

6 - Your Egg is Cracking!

Despite being pretty straightforward again, this level is not THAT easy. At the start, the Lemmings are in immediate danger. Also, the bridges run out quickly - so the final bridge can't be build from the tree, approaching the exit through the crack of the egg. The Lemming must build from the steel plate at the bottom.

7 - The Lemming Hair Dryer 

Long, but pretty easy level. I took the upper route which I think is the easiest.

8 - Follow me! 

While the concept isn't entirely new, I always like to play a level like this. I found this one surprisingly tricky for its position and with two Lemmings only. I think the key was to create a "stopper" which prevents both Lemmings to walk back to the left completely. Construction skills were just barely enough here.

9 - Sneaking Out

One-Lemming-level with a time-limit and the first level in the Shadow-tileset I played in a long time. Things are getting a bit harder here. I tried to bash through the final set of obstacles all at once, but this was not the way to go - it wasted too much time.

10 - Break the Cycle

Yeah, I broke the cycle! This is a nice trick, which is not too well-known in my opinion. Fortunately, I played several levels that made use of it, so this one was not that hard to solve. 

All my solutions can be found here: https://www.youtube.com/@Swerdis
#14
Other Projects / Re: Fizzles – Original Puzzle ...
Last post by HPWsoft - May 24, 2026, 04:21:00 AM
Since Fizzles is designed as a mobile-first puzzle rescue game, I am also considering a small Android test build for people who are specifically interested in testing the game on real mobile devices.

The browser demo remains the easiest way to try Level 1:
https://hpwsoft.itch.io/fizzles

But mobile feedback would be very useful, especially for things that are hard to judge properly in a desktop browser:

* touch selection: tap a Fizzle first, then choose an ability
* readability of the HUD and ability popup on smaller screens
* timing and pace on a touch device
* whether the digging mechanic feels clear enough
* overall comfort when playing without mouse and keyboard

This would not be a general public release yet, just a small test build for interested testers.
#15
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by MASTER-88 - May 23, 2026, 04:16:22 PM
BTW If you are interested try toughest Lemmings level ever and yes im not lie. This level is INSANE HARD. Even Armani give it up and ask me change to other test player. Later he say it was genius but little bit too sharp.

But this level is super genius and super hard. Hardest level you will ever play

Step 5 Level 19 Decimation. Hardest lemmings level ever. If anyone can beat this level he/she is just PRO.
#16
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by MASTER-88 - May 23, 2026, 03:12:17 PM
Hey nice job. Yes Lemmings in grounded contains one special thing to beat and its quite unique trick and few others less unique ones.

About level 9 Step 4.


QuoteSo I'd appreciate a hint on level 9, and a steer on whether I'm making a false assumption for levels 6 & 8.
My solutions on the other 7 levels are attached.

Under Spoiler tags.

Level 9
Spoiler
yes there is not any real tricks beat this level, there is actually at least 2 different variation beat this. My and Armani route, if you want i might linked it completion solution, but recommend don´t watch it before you solved it yourself. Level 6 Agoraphobia. There is one trick which are aleready used Crane pack Chaos difficult, when you figured out it its not too hard, linked my completion solution Pm with you, but recommend don´t watch it before solved it yourself.
#17
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by Plodderuk - May 23, 2026, 01:56:45 PM
I've returned to OYML after a diversion to Lemmings Cranium and Lemmings Unchartered to see if I could learn some new tricks - some amazing choreography there.
First, some tidying up. There were 2 levels in the second rank that I failed to complete originally. In level 1, I was just missing an obvious trick. In level 16, as well as the Stoner trick there was another common trick I overlooked. So here is a full set of replays.
OYMLr2full_plukz.zip
Now to the 4th rank 'Wicked Webroad.' I have looked at the first 10 levels. My score so far is 7 solved, 3 unsolved - levels 6, 8 & 9. Detailed comments on all 10:
Spoiler, Levels 1-10.
Level 1 "Rush Hours": a very difficult level to start off with. Needs knowledge of several tricks, some familiar to most NeoLemmix players, others less well known. I wasted some time with complicated manoeuvres at the bottom left before realising there was a simpler approach, and realising the importance of the web. I did not even think of trying for the talisman – managed to save the required 63 but needed 1 more minute and 3 more Miners than the limits set for the talisman.
Level 2 "Go Around Inferno": a much easier level. It's obvious where the Cloner has to be used. The challenge is to get through the obstacles using only 2 Bombers – this needed experimentation with the release rate and careful use of Climber.
Level 3 "Don't Let Walls Stop You": this needed a lot of thought and to work out how to save a Bomber, as it looks like you really need 3 or 4 but have only 2. In the end I turned to Master88's Miner-Cloner-Bomber trick – see https://www.lemmingsforums.net/index.php?topic=6303.75 post #77.
Level 4 "Climbers Escape shaft": another relatively easy level, even to unlock the talisman. The main challenge is to ensure that the brick to seal a gap is laid after the entire crowd have climbed past it but before they fall back down.
Level 5 "Offer a Helping Hand": it did not take too long to figure out the main elements of the required strategy. But it's the difficulty of execution that puts the level in this rank. The only way to access the exit is by using Builder plus Blocker, which obviously needs good synchronisation; but the two lemmings involved also have to be well synchronised for an earlier trick, and this leaves little opportunity for slightly advancing or delaying one of them between the two synchronisations. The clever design of this level means you have to think carefully about: how to route the 1st lemming so the 2nd can loop until its partner is ready to join it; how to set up the 2nd & 3rd lemmings so you can fine-tune their release to within 1 or 2 frames; and how to get some flexibility in the timing and location of the first synchronisation so you can adjust the timing of the Blocker's arrival relative to that of the Builder.
Level 6 "Agoraphobia": not yet solved. As far as I can see, both Platformers – as well as both Builders and a Stacker – are needed to rescue the crowd from splatting. This means that no Platformer is available to get over the traps, so the advance lemmings need an alternative route – which I have not yet found.
Level 7 "Strained Atmoshphere": an attractive puzzle. Some elements of the solution are clear immediately, but it took me a while to see where to deploy the Cloner and Shimmiers. In the end I was able to save 1 more than the requirement.   
Level 8 "Lemmings Are Grounded": not yet solved. I have not spent a lot of time on this, but at first sight it looks like more of each skill are needed. I am assuming that the solution involves an advance lemming going along the top, mining to the right and then being turned by a Blocker.
Level 9 "All Stepping Stones Don't Help": not yet solved. The title says it all. Besides the usual challenges, there are 2 problems I can't see a solution to. First, the top right 'stepping stone' has to be removed so lemmings can slide down the wall, but the Digger cannot slide, it just splats, even if I dig after reversing. Second, how to avoid the 3 non-climbers getting trapped in the trough to the left of the exit – the only solution I can see involves sacrificing 1 lemming, but all have to be saved.
Level 10 "Sky Bridge": I particularly enjoyed this puzzle. The biggest challenge is to combine compressing the group with reversing an advance lemming so it can build a bridge for fallers. After initially falling 1 short, I managed to save 1 more than the requirement.
So I'd appreciate a hint on level 9, and a steer on whether I'm making a false assumption for levels 6 & 8.
My solutions on the other 7 levels are attached.

OYMLr4_123457&10_plukz.zip
#18
Other Projects / Re: Fizzles – Original Puzzle ...
Last post by HPWsoft - May 23, 2026, 04:40:31 AM
Hi Simon,

that is a good point. Fizzles will probably not go in the direction of a Lix/NeoLemmix-style rewind or savestate system. At the moment, I see it more as a forward-moving mobile-first puzzle game, closer in spirit to replaying and improving the solution rather than editing the past.

That said, some of the problems you mentioned are already being addressed in a different way.

I have now uploaded a new version of the demo on itch.io that includes several changes influenced by your feedback:

https://hpwsoft.itch.io/fizzles

Fizzles now fall vertically. The earlier horizontal movement while falling caused unwanted behavior, especially with floaters, where Fizzles could drift out of the visible level area. Vertical falling feels more predictable and fits the mobile-first direction better.

The selection behavior has also been improved. A selected Fizzle can now stay selected across harmless state changes, such as walking to falling, falling to walking, landing, or turning. This should reduce unnecessary timing pressure without adding a full pause or rewind tool.

I also added a short level information board after the intro. It shows the total number of Fizzles and the number that must be rescued. This should make the goal clearer before the actual gameplay starts and should make the HUD easier to understand.

The digging area has also been adjusted for better readability. The idea is still that the grass layer disappears and the underlying platform/rock material becomes visible, but the freshly opened path should now be easier to recognize.

For the public release, I am considering difficulty levels before starting a level. These could affect the overall pace of the level, from slower and more relaxed to faster and more challenging. Depending on how fair and playable that feels, a time limit could also become part of higher difficulty settings later.

So instead of solving mistakes through rewind, I am currently looking at error prevention and readability: clearer onboarding, preserving selection, predictable falling, configurable pacing, clearer level goals, improved visual feedback, and level design that avoids unfair timing traps.

Thank you again for these detailed observations. Your feedback already had a direct influence on the updated demo. That is exactly why I want to stay close to the community while building Fizzles: the demo shows the foundation, but the best solutions will come from testing, discussion, and iteration.
#19
Other Projects / Re: Fizzles – Original Puzzle ...
Last post by Simon - May 22, 2026, 10:09:17 PM
You're welcome!

Even if you re-solve these design problems, it will be worthwhile to see your solutions. You have different constraints than the existing games. And you may well find a solution that blows everything out of the water, and we should all copy it.

For example: Lix and NeoLemmix have savestating frameworks for fast rewinding. That's for manual rewinding to undo a mistake, or for history editing, or to allow the multiplayer mode to react to delayed packets. Maybe you'll decide upfront that you don't need savestating. Your design choices for error prevention must now make sense in a world that can only ever go forward. Compared to Lix/NeoLemmix, this will be a new design restriction. Looking forward to your solutions!

-- Simon
#20
Site Discussion / Re: Lemojis!
Last post by Simon - May 22, 2026, 09:54:28 PM
I'll come back to the smileys this Monday, May 25th.

-- Simon