I just started playing this pack several days ago, and I got to say that I'm really enjoying this pack a lot. I absolutely agree with Flopsy, this is indeed a wonderful pack, as well as with the assessment that it's not a difficult pack, as so far I have managed to solve everything up through Hasty 10 with relative ease. For the most part, the levels do indeed get harder as you progress along in the ranks, but they're not too hard. Surprisingly, Neolemmix v1.43 has not been all that annoying for me at all, but that's probably because I had just beaten Giga's Resident packs a month or two just before playing Lemmicks, so I guess the timing was just right so that I'm very used to the features compatible with v1.43 only, even when I have played packs on v10.13 in between the playing of Giga's packs and your Lemmicks pack. For example, I got used to the solid sides extremely quickly, although I still occasionally forgot to take advantage of it when containing the crowd or in the solution. Your pack lives on, Strato!
Anyway, I have just beaten 100 levels total, and I thought would be a good time to send my replays. The replays start at Circular 2 and go all the way through Hasty 10, in order. I don't have any Basic or Moist replays, but if you want the ones to Moist I could always replay them, which shouldn't take too long now that I know the solution to all the Moist levels. With what I've played so far, I'm enjoying these gimmicks a lot more than I thought I would. Circular with the wrap gimmick is probably my most favorite, while other gimmicks like turn on assign I would often forget that the lemmings turn, or how backwards walkers I would forget the lemmings would start walking backwards after finishing performing a skill so that timing placement of skills is crucial. Ephermal with the lazy lemmings gimmick was somewhat annoying, alleviated by the fact that the levels in which the lazy lemmings gimmick was active weren't massive spam fests with the constructive/destructive skills. Some remarks on Basic and Moist:
Basic
Wow, even for a rank called "Basic" these levels are no pushovers at all! I say the hardest of the rank would be level 11 - Mene Mene tekel u-parsan. For this level, it's not a difficult solution, but rather the hardest part would be the gliding and stoning near the right edge so that a lemming can climb the side and glide to the platform above. Once that is successful, the rest of the level is easy. Level 10 - Into Your Hands I Commit My Lem isn't a difficult level, but I thought it was strange how the lemmings survived even though part of the flamethrower trap went through the builder staircase as it nearly disappears. Level 15 - Skill Segregation managed to stump me for a good bit, but once I realized that the lemmings on the right that fall to the bottom platform where the exit is can be assigned walkers, the rest of the level was easy.
Moist
3 - Need a lift Is it supposed to take a really long time to solve this? From what I recall, the timer was at 20 minutes when I beat the level. This level also managed to stump me for a good while, when it dawned on me that the gimmick active for this rank is rising water, which means it is unnecessary to use the builders to build to the exit, which I kept doing. All I did, then, was contain the lemmings with a digger pit by having the ghost lemming dig, have a regular lemming build so that the stairs don't go past the pit, max RR, have the ghost climb out to the left, dig before the water pit, then time the release of the crowd so that the lemmings would be bunched up as the ghost was coming back to the left after bashing before the fire trap after the water had risen enough to allow the lemmings to swim to the exit. Then it's a matter of turning the 15 lemmings that survive into swimmers.
6 - Here Comes the Flood After I beat this level, I remember reading about this level in your Perservation topic a long time ago and I'm very surprised that people would actually attempt to climb the right side of the level. It never occurred to me to do such a thing, as surely that wouldn't lead to a solution at all. I always took the left side to get up the level, which is indeed what you're supposed to do. As a result, I thought this level wasn't difficult at all. I actually like this level. It has a really good solution.
9 - Bathroom Leak I agree with you that this is the hardest level in the rank, as I got stuck on this for a while. For a long time, I thought the ghost was useless when in actuality it was very integral to the solution. From what I remember, I had a builder left over. I platformed all the way to the other side above, and near the end I got really scared that some lemmings would drown from the rising water while walking on the lemming's platform bricks to the exit, but luckily they all managed to make it.
Circular
2 - Endlessly Falling This one is really precise with the placement of the first stoner in order to clone a platforming glider to catch the crowd and to reach the platform to the right. Luckily, this one doesn't take too long to figure out due to the very limited skillset.
4 - Spider-Lem at OSCORP Pretty easy. The bottom lemming is a glider and done, and so the challenge is getting the top lemming home, but if you recall that the wrap gimmick is active, then the only way is for the lemming to climb up the top of the level so that he reappears at the bottom.
5 - Circular Logic This one was a bit tricky, even though it's a 3 of everything level. There's probably a more efficient way to solve this than what I did, though.
6 - An arrowr in the level design? Great and easy level.
7 - Lem It Snow Arty said he was stuck on this one, but honestly I thought this one was easy. It's easy to figure out what needs to be done, it's the execution that can be a bit fiddly. I had to rewind a few times to get the miner correct, but other than that it's pretty straightforward, especially if you keep in mind that wrap is active.
8 - Turn this Club Around Another excellent level. This was probably my favorite one of the rank. I'm surprised I got the digger in the correct position to allow the climbers to appear at the bottom and use the bottom exit. As you can see in the replay, I intended for both crowds to take the top exit due to the stoner step to break the fall.
9 - Drop the Bomb Backroute? I didn't need to have the zombies come disarm the traps.
Consequential
Due to the way the skill countdown gimmick works in this rank, in general it made it difficult to plan out the solution. For this reason, levels like 4 - The Path of Least Resistance was tricky, but it's still a great level that really made me think. Level 6 - Limited Resources was another tricky one, and there's probably more efficient ways than how I solved it due to making the top an all builder fest. Level 7 - The Privilege of Survival I'm not sure if there are other ways of solving this besides the massive builder fest I used in my solution. Level 8 - We Can't Afford to All Fall Down Well I guess I still did manage to make them all fall down digger style lol.
Twisted
1 - Moonwalk Appropriate title (pretty much every level in this rank can be named moonwalk since they all walk backwards, but what fun would that be lol). Easy level to begin the rank. Easy once you realize that you need to assign a builder immediately at the start.
2 - Bend Backwards Ok, I managed to have a climber leftover. I later came back to this level and was surprised that the stacker can indeed climb over it even though he is facing the wrong direction. I think that's what makes this rank unintuitive when it comes to climbers since most of the time we're used to climbers climbing walls when they are facing the wall instead of facing away. Luckily in both cases, lemmings only climb the instant they touch the wall regardless if they're facing backwards or forwards, so maybe just unintuitive at first.
5 - Hell in a Handbasket Excellent and easy level. I just realized that it wasn't necessary for me to build after the basher was done, but this resulted in another thing that caught me by surprise in this rank: When lemmings ascend 3 pixels or higher they briefly turn around before facing the direction they were facing before. I guess this brief moment they're facing the other direction when ascending can be exploited when you want to build or bash, for example, but this only works if the backwards walking gimmick is enabled.
6 - Flipping the Script Another easy level, but I have a lot of skills leftover.
7 - Face the Danger I lost one of the cloned lemmings, but I later realized that it was not necessary for me to clone near the lava. Instead, I could had used what I did in level 5 and have the lemming build into the wall so that he turns around and then proceed as usual with the solution I used. Thus, the cloner can be removed.
8 - The La-y-rinth This one was somewhat tricky but it was still a great level. Somehow I get the feeling that this is a backroute, especially since I didn't need to platform across the water and bash the OWW.
9 - Hero and Sidekick By far my favorite level of the rank. Easy level and clever solution in a 1 of everything level.
10 - Rite of Passage This one was a tricky one, probably a bit more than level 8, so this was an appropriate rank finisher. Even then, this level is not overly hard, just tricky due to the backwards walkers gimmick.
Whimsical
4 - Screw It! This one wasn't too bad. The turn on assign gimmick makes it easier to catch the lemmings.
5 - All Along the Watchtower This was probably my favorite level of the rank. Really nice level with a great solution
7 - Tossing and Turning This one was a bit tricky, but it's still a favorite of mine. It's a really nice, clever puzzle where assigning the permanent skills to the pioneer are necessary so that the lemming is facing the right direction for digging and bashing long before the lemming gets the opportunity to use the permanents. Nice job!
8 - The Emperor's Palace By far the hardest level of the rank. The major drawback of the turn on assign gimmick is that you cannot get to higher platforms as easily with builders. However, like the previous level, the key is to assign another skill so that the builder turns before assigning the builder skill again. The most annoying thing was repeatedly building into the thin platform the instant the lemming turns around due to the ceiling check.
9 - The Pioneer This was another excellent 1 of everything level with a great solution.
10 - Winding Snakes Nice, two 1 of everything levels in a row. This one was easy for a rank finisher. The only tricky part was getting the stacker and miner right so that the climber that bashed through the OWW does not climb over and get killed later.
Eternal
2 - Snow Ploughing This one was a bit tricky, especially with trying to get past all the zombie stoners. Once I realized I could trap the lemmings with two bombers, that allowed me the necessary skills left over to beat the level.
3 - Having a Blast Together Ok, I cheated on this one. After a few minutes, I was completely stumped on how to get the lemmings down to the lower platform if you don't even have any destructive or constructive skills. The only reason I beat this level was due to reading Nepster's Neolemmix manual on the section on non-fatal bombers. It mentions that the nuke also applies. I then set out to use it, and sure enough that's how you'll supposed to beat the level. I seriously can't believe I never managed to come up with the nuke solution on my own when I was able to on other levels that use it.
4 - Permanently Permeable This one was probably the hardest in the rank, but that's probably because I'm not too good with using stackers to make a staircase. There's probably much easier ways to pull it off than the way I did it.
8 - Brothers in Arms I have plenty of skills leftover, so backroute? I'm not sure I'm supposed to build up that easily and then simply platform all the way across.
9 - And Now You're Screwed This is Whimsical 4, except with the hardworking gimmick instead of turn on assign. This one wasn't hard at all. The only tricky part was knowing where to assign the builder and blocker so that the builder touches the pillar to cancel the building. I probably could had made the blocker assignment easier by using floaters, but at the same time I would need to have some to assign to lemmings who fall off the really high staircase.
10 - Lock and Load This one is tricky, but it's not difficult thanks to the blockers and walkers.
Ephemeral
2 - Ignorance is Bliss The only tricky part is timing the climbers so that you can cancel a miner going to the left with a miner going to the right. Otherwise, nice level.
3 - Part-time Athletes Nice level, especially when you have to keep in mind that you must assign climbers when the lemmings are facing the right due to the non-permanent skills gimmick. For this reason, holding down the right arrow key is an absolute must in this level!
4 - Catch Me if You Can Another good level, where you must make the climber mine once he bridges the gap and turns around, otherwise you cannot win. In this level, it's a good thing that the climber skill is lost, as then he would climb the edge of the level and splat if it remained.
5 - Why Settle for Just One? Yet another good level that managed to stump me for a good 20 minutes or so, only because I kept thinking the lemmings needed to swim in the second water obstacle. Once I realized that the climbers can simply glide to the exit, the solution came to me easily.
6 - Take the Ocean Route An easy level to start off the introduction of the lazy lemmings gimmick. I especially loved how you have to realize that you must climb over the can because you don't have enough bashers to bash through it.
8 - I'm no Superlem! This one wasn't hard per se, just really annoying due to how the drawback the lazy lemmings gimmick really shows in this level and makes it hard to tell how many builders/platformers are needed to bridge the gaps. The ones in the middle that only need 1 are obvious, but the one after that is really hard to tell. After trying it, you will come to the conclusion that you can definitely make it with 4 builders, but what's less certain is whether it's possible with 3, which is only possible by building at the extreme edge and stretching every bridge. Fortunately, the gaps are small enough that it's not a platformer/builder spam fest. Also, the climbing at the very beginning is really difficult to tell if a climber will make it to the top before the lemming gives up due to the gimmick. Luckily, due to the way the gimmick works, climbers give up just before it becomes splat height. This does make me wonder one thing though: Is the splat height higher in 1.43? Honestly it really looks like it should be splat height. Thus, I probably would lower the second platform a bit to make it more certain that a climber will make it over.
9 - The Average Joe Bit tricky but an excellent level nonetheless with a clever solution. The main challenge is figuring out how to get over each wall at the bottom when the climbers will give up when almost reaching the top. Luckily, only one digger is needed to shorten the walls so that climbers will make it over and not give up due to the gimmick.
10 - In the Blink of an Eye By far my most favorite level of the rank that combines both the non-permanent skills and lazy lemmings gimmicks in a very clever way. My only suggestions for this level is just like level 8, to shorten the height of the wall so that it's certain climbers will get over it, because it looks very uncertain. Also, both the stacker and builder have to be placed at the very extreme edge, but luckily it's easy to figure that out and it occurs at the very beginning of the level, so that's not too bad.
Hasty
1 - Instant Gratification Massive backroute? I'm not sure if you intended for players to be able to simply build to the exit this easily and miss all those other pickups.
2 - Frenz with Benefits My favorite level of the rank so far that stumped me for a good 20 minutes or so. It's clear that the digger pickup in front of the exit must be picked up while falling in midair, and also once I remembered that lemmings cannot be a glider and floater at the same time to circumvent a lemming using the glider pick-up that gets collected right away, the solution came to me very easily.
3 - The third lab of the race I think this is also a backroute.
4 - Losing Ground Ok, I totally didn't expect the disarmer skill to be applied to the lemming that is digging at the right edge of the platform. It's not a bad thing, I simply thought that I had to assign it later after it got picked up. Then again, I guess a disarmer is permanent, so I guess it would make sense that the lemming that picks it up would be a disarmer permanently. At the same time, the disarmer skill is not in the skill panel, so you would think that the disarmer skill would be lost if picked up. IIRC this runs counter to the 12.8.2 Neolemmix player where if the disarmer pick-up is collected it gets added to the skill panel so that you can assign the disarmer to a different lemming later, so this definitely took me by surprise. Still, great level nonetheless.
5 - Ghost busters The last level of the pack that I managed to solve. Besides the next level that I'm currently stuck on, I say this is the hardest level in the rank so far, largely because of the ghosts. This one was very tricky and took me a while to figure out. It's clear that the first and last ghost both need to be a bomber and stoner. The main challenge is getting rid of the other ghosts while being efficient in skill usage, especially builders. In my solution, I didn't have to go after the walker pickup, so I wonder if that's a red herring. For a long time, I kept thinking a miner needs to go to the left, which ended up giving me a lot of trouble because I would have to waste a builder to build over the pit but by doing so I would use up all of them. Once I realized that I could mine to the right, then the solution came to me easily.
6 - Circumvent Their Stupidity By far the hardest level of the rank. I was stuck on this level for almost 2 days. Saving the lemmings by swimmers and gliders were the easy ones. The floaters were the hardest, as they take longer to open their parachutes compared to the much faster gliders. I kept trying and trying to see if I could save up two builders for the end so that the floaters can exit, but alas nothing I tried work. I also tried seeing if backrouting the level was possible, but it seems that you made the level completely backroute proof in every way. If so, you did a great job creating a really hard level, as I did mention I was stuck on this level for almost 2 days.
Then while I was showering earlier tonight, it dawned on me to use the stacker pick-ups to try and get the lemmings higher so that the floaters can exit. I first tried a stacker on the ground, followed by another lemming stacking on top of the first stack after he had laid 6 bricks. Then I used a builder to get to the top of the second stack, but to my disappointment this didn't work. It only raised the height by 1 or 2 pixels higher than the maximum height of one builder. Darn! Then, after more experimenting, I found that a builder and stacker can pass through one another and both can still continue. See, I didn't even know this was possible in Neolemmix since I have never encountered levels that have me do this. Since I started stacking at the time the builder had one brick left, this barely raised it enough so that the floaters can now successfully exit, and that's level done.
Nevertheless, I do have a stacker leftover, and I'm not sure if the platformer pick-ups are red herrings, especially since only the right-most platformer pick-up can be collected, so my solution is probably still a backroute.
The remaining levels of the rank weren't hard, because the solutions were obvious, they were just extremely annoying since I had to rewind so much due to pause disabled via the frenzy gimmick and made harder by the fact that it is combined with the superlemming gimmick. I say level 8 - Optimal Utilization was the worst of the bunch with the no pause and superlemming gimmicks. I first tried switching back and forth with the Z and X keys without the rewind feature. The best I could do was 5 climbers and 5 gliders each before I would lose the rhythm of switching between the skills and mouse clicks. Then I started using the rewind feature which alleviated the annoyance somewhat, but it was still annoying since I eventually gave up on even looking at the screen where the lemmings were and my eyes were on the 2 skills so I could check to see how many of each skill I had assigned so that I knew when to rewind and interrupt the replay as necessary. Finally, even with 40 lemmings on the final level of the rank, it wasn't anywhere near as bad as level 8, as the release rate is 1.
70 more levels to go. I can do this! Once again, excellent pack Strato! I'm definitely looking forward to the collaboration pack between you and WillLem for the second Lemmicks pack. Also, I doubt I'm the one who has made the most progress on this level pack.