Recent posts

#11
NeoLemmix Levels / Re: Jan '26 update : can you S...
Last post by Guigui - January 08, 2026, 11:44:03 PM
Thank you for the last round of replays kaywhyn. For sure you have them intended now, except maybe ONE 2, and definitely ONE 6. Details :

Spoiler
ONE 2 : do you think your method could save 3 ? By turning 3 of them with the last 3 builders against the left wall maybe.
I did my best to ensure saving 3 is not possible with the intended method because if you turn 3 with the last 3 builders to the left, then you cannot spread the bridges enough to the right in order to overcome the shredders. But I fear this may be possible with your method. Can not pull it off myself yet though.

ONE 6 : again digger cancels diggers! I thought this was not possible to trap the neutral in a pillar now, but it turns out it is. I see ways to block this backroute, but I'm strong and wont do it now.
To answer your question : no, the word(s) to be spelled have nothing to do with the Back To The Future movies.
Since it is hopefully obvious that you have to dig the first and last columns, and the floor at the bottom to free the neutral toward the exit, you are left with word(s) of 7 letters total that start with an S.
Bigger hint under spoiler-spoiler if you want :
Spoiler
Come on, what are you supposed to do in this pack ?


Also about ONE 2, I'd like to share a little story of how this level was certainly the whole starting point of the Save One idea. Under spoiler because it may give hints on how to solve it :

Spoiler
At first this level was barebone : no aquarium, no water at all, no shredders. Only the walled starting area, thin ceiling, exit up there on the right, button up there on the left. It had 50 lemmings and a save requirement of 49 with 15 builders as skills.

My 10 yo kid watching me create it asked how it was possible to clear since there is apparently no destructive skill to cross the thin ceiling. I showed him by sending 1 lemming to push the button, and the 49 others to the exit.

He said "wow ... great... oh and you were lucky to build the structure in this direction! Because if you had built it the opposite direction, then you'd have had 49 lemmings to push the button and only 1 to the exit!"

I think this is when the whole idea of creating levels where you can only save 1 lemming came to me.

Finally kaywhyn, some replays you joined in your last post do not work with the latest version of the pack uploaded on page 1 (for instance ONE 4 and ONE 5 do not work). Either those are older versions of your replays, or I modified some little things in the pack before uploading the final version.
#12
In Development / Re: The Tomato Watcher's Next ...
Last post by Mobiethian - January 08, 2026, 07:33:38 PM
This is so neat! I'd very much like to help test your pack, but there's one in the works on my end, a collab with Armani. But the best I can do is wish you best of luck with your level pack!  :) I'll play it when it's finished.  :thumbsup:
#13
In Development / Re: The Tomato Watcher's Next ...
Last post by Guigui - January 08, 2026, 06:46:46 PM
Hello there The Tomato Watcher,

Glad to hear you're working on a new level pack, I had fun with Sweet and Sour !

If the difficulty is indeed the same in your new pack, then I volunteer to playtest it for some time before release. Please shoot me a pm any time you like to see how we can work this out.
#14
NeoLemmix Levels / Re: Jan '26 update : can you S...
Last post by kaywhyn - January 08, 2026, 01:39:46 PM
Hello @Guigui,

I have resolved the latest updates, the Jan2026 one you posted almost a week ago. I have attached my entire replay collection with the new replays. Here, you just need to check Neo 2, One 2, One 3, and One 6. All these new ones look good now, so great job for finally getting Neo 2, One 2, and One 3 backroute-proof! :thumbsup: For One 2, I'm not sure whether or not to praise that one, but that's only because there was so much trial and error I resorted to before I finally found something that works, especially the talisman. I can confirm I can no longer pull off any crazy nuke shenanigans on it which I've done for a few past versions you sent me for further testing :P So, with the thought that my solution has to be intended now, I checked your intended talisman solution and as I suspected, I really overcomplicated it! :forehead: Of course, as you can clearly see I completely missed

Spoiler
the visual clue of the green terrain piece ledged in between the marble brick pieces for where to start the building! :lem-mindblown: I was definitely wondering about that and I simply failed to figure out its meaning :forehead: 

As for One 6, unfortunately, you'll going to hate me for that because I still managed to spare a digger :P I still haven't caught on to the riddle, and I'm definitely wondering if it's just from my lack of Back to the Future knowledge. As mentioned, I haven't seen any of the films fully ;)

So, unless you feel like not fixing up One 6 anymore, I honestly am not sure if further fixes would just lead to a complete mess now :P

Quote from: Guigui on January 04, 2026, 01:18:57 AMNow, after all this time spent with the Save One concept that came to me (and my 10yo kid!) when toying with the editor, I'll try to give a set of 3 rules describing what would be, in my opinion, a very solid Save One level :

Rule 1) The player should only be able to save 1 lemming.

Rule 2) The lemmings count should be at least 2, and the saved lemming should not be able to reach the exit by himself. In other words, there should be interaction of any kind between the saved lemming and the other(s).

Rule 3) Even if there were more lemmings coming out from the entrance (lets say 20% more lemmings for instance), the player should still not be able to save more than one lemming.


Rule 1) is obvious. Rule 2) is what differentiate the Save One pack from Dexter's Lock and Key pack. And Rule 3) is the cherry on the cake but very hard to fulfill actually.
In the Save One pack, all levels (hopefully) satisfy Rule 1) and Rule 2), but not all levels satisfy Rule 3) :
Levels that fulfill Rule 3) in the most satisfying way imo : EON 4, NEO 2, NEO 3, ONE 2, ONE 3, ONE 5.
Levels that fulfill Rule 3) but in a not interesting way : EON 2, NEO 5, ONE 1.
Levels that do not fullfil Rule 3) : EON 3, NEO 4 (sorry IchoTolot, I did not state the rule to you!), ONE 4.

I must say the concept/theme you were going for with this level pack is great! :thumbsup: Sure, some level types are definitely far more prone to backroutes than others, but as with most things, they can be avoided with clever and careful level designing. That being said, I, along with some others who played your pack, totally didn't expect and was surprised to hear that practically the entire One rank was backrouted :lem-mindblown:

I also mentioned one other time that backroutes will pretty much always happen no matter how long one has been making levels. I've been making levels for about 5 years now and I still haven't gotten that much better at backroute fixing since I first started back in 2021, though I think I've gotten somewhat better, especially with my more recent stuff. In fairness, it's likely due to my intended solutions being somewhat complicated :P Also, only seeing the intended way definitely leaves us designers blind to potential backroutes! I'm definitely hoping my upcoming Lemmings Memories level pack that's currently a work in progress won't be ripped apart so badly, but knowing myself I can probably expect a lot of backroutes in the first pass of pre-testing whenever that phase opens :evil:

Best of luck with GeoffLems! It's an excellent pack and one that's on the easier side than most other level packs! :thumbsup:     
#15
Lemmings Main / Re: Lemming Races
Last post by The64Watcher - January 08, 2026, 12:23:31 PM
#16
Forum Games / Re: Solve a Scenario
Last post by namida - January 08, 2026, 06:32:03 AM
He briefly considers the idea of using skills such as the climber, builder, and even aardvarker to reach it, but then remembers that he's a lemming, not a lemmings player, and does not have the intelligence to come up with such a plan. So instead he walks, and walks, until he finds a blocker.

What would happen if the lemmings themselves were allowed to invent a new skill?
#17
NeoLemmix Levels / Re: Lemmings in Weirdyland (20...
Last post by Guigui - January 08, 2026, 01:11:14 AM
Quote from: weirdybeardy on January 04, 2026, 11:12:02 AMHi Guigui - I'm glad you enjoyed it, and I'm always surprised whenever people say that they do. Considering all the amazing levels out there, I think of my little NL pack as being a bit shoddy. But anyway, thank you for the feedback.  :thumbsup:  8-)

Please be sure weirdybeardy that your pack is a good one, not a bit shoddy as you say ! Puzzles are well thought and always satisfying to resolve and those are the main aspect that make a good Lemmings level in my opinion. I may have backrouted some of them considering I sometimes have some skills left and resort to weird techniques.

Also the pack being of moderate difficulty is perfect for my solving skills and tastes of the moment ; I must confess I still dont like getting frustrated by a level for too long and tend to give up on the pack when this happens. Need to gain more wisdom maybe.

So yes, congratulations and thank you for the pack.
#18
In Development / Re: The Tomato Watcher's Next ...
Last post by Flopsy - January 07, 2026, 09:12:19 PM
Glad to hear you're making more levels, I still really enjoyed Sweet n Sour Lems.

Let me know when you finish the pack and I'll definitely give this one a go!  :thumbsup:
#19
NeoLemmix Levels / Re: [NeoLemmix] MiniLems (64 L...
Last post by kaywhyn - January 07, 2026, 08:32:58 PM
Hello @WillLem,

I have solved all of the levels :) My replays are attached.

Also link to my LP: https://www.youtube.com/playlist?list=PLbp2m4KlFpJupBOI10iCSb3I1ufEHRAX0

Enjoy! :P

General Feedback

MiniLems is another remix pack by WillLem, where the concept this time is taking select L1 levels and making them "miniatures" by drastically reducing the level size. In this way, some levels now end up as one-screeners and for those that don't the level is still way smaller in size, with the condition that WillLem was working with being the levels are no taller than 124 pixels tall and no more than 800 pixels wide, according to the OP description. MiniLems also has twice the amount of levels per rank than DéjàLems does and hence double the amount of levels overall. In addition, MiniLems is classified as a much easier pack than DéjàLems, and I completely agree with the difficulty classification of Very Easy - Medium. Just like DéjàLems, I still enjoyed MiniLems very much despite it being on the easier side than most other level packs I've played! :thumbsup: Well done WillLem, this is a nice level pack concept as well ;)

Since the levels in this pack are just select L1 levels remade as miniatures, I'll simply list my favorites and which levels I found challenging.

Favorites: Tricky 2, Tricky 6, Tricky 13, Tricky 16, Taxing 4, Taxing 7, Taxing 9, Taxing 11, Taxing 14, Mayhem 3, Mayhem 7, Mayhem 10, Mayhem 12, Mayhem 13, and Mayhem 15.

Hardest levels of the pack IMO: Tricky 2 (not very hard but one I can see that can be challenging for less experienced players), Tricky 13, Tricky 16, Taxing 11, Mayhem 3, Mayhem 5, and Mayhem 7.

Well done again and thank you for MiniLems, WillLem! :thumbsup:   
#20
In Development / Re: Levels by Crane
Last post by Crane - January 07, 2026, 08:30:47 AM
Well, the levels I posted at the start of this topic I'm hoping would be good for a Level of the Year nomination.  A new pack won't be for a while though.