@geoo:
PSYCHO 2 & 5 - It's actually quite simple to time 2, but I fully agree with you on 5. Still, it's hard to make that trick work without requiring a good degree of timing.
PSYCHO 6 - Although it's among the easiest PSYCHO levels, I find it very fun as well.
PSYCHO 9 - It's not random at the bottom if you're doing it right, and the time isn't *that* tight. It's well possible to do with over half a minute to spare.
PSYCHO 11 - Probably is one then. =P
PSYCHO 12 - Great work if you did manage fewer.
PSYCHO 15 - Yeah, it is a bit dragged out, but it's hard to make this kind of design without being so.
PSYCHO 16 - It's surprisingly easy to do once you get a feel for the pattern.
PSYCHO 20 - Glad to hear it, this level took so much fine-tuning to get working properly.
PSYCHO 21 - That's the whole plan - imply a fancy solution, then actually use a pretty simple one (that's still kind of tricky, though)
PSYCHO 22 - Not much to say on this one, you pretty much summed it up.
PSYCHO 23 - Haven't watched your replay, but I can guess what you mean, and I know how to fix it.
PSYCHO 24 - You do indeed need to put the blocker in the way. This wasn't the original intention, but when I found out that it happens, I was left with no other possiblity. It still, however, sounds as if you may not have done it how I did, since my solution, the blocker stands under the trap, therefore no lemming should pass under it unaffected; it's simply a matter of traps not affecting blockers.
PSYCHO 26 - cc's PM'd me on this one, I'll get back to you after watching the replay.
PSYCHO 27 - It's meant to be easy... look at all the insane levels around it. =P That being said, I think you need to give the left-exit solution a bit more credit... =P
PSYCHO 28 - I love this level too. There's so many completely different ways to solve it, yet no matter what route you take, it's still a challenge.
PSYCHO 30 - It's actually one of my old levels, believe it or not. Still one of my best creations to date. It was originally designed for WinLemm, I was very surprised when I found it worked in DOS as well, and decided to put it in.
@IS:
Danger 21 - You're given plenty of spare skills, just be careful with the timing of doing the trick altogether.
PSYCHO 7 - This one is one of my favourites, and TBH wouldn't've been out of place closer to the end of PSYCHO. It probably won't be that d'oh at all.
PSYCHO 16 uses a very clever trick (wouldn't call it a glitch though) that I discovered while trying to minimize bashers on Taxing 8. It requires very good timing.
You'll hit yourself when you work out PSYCHO 24 if you're stuck on the end part. Keep in mind that a trap will never affect a blocker if you're stuck with the start.
PSYCHO 30 is just a matter of finding ways to perform the same task with less skills - in the same way PSYCHO 29 is, really, but to a much larger extent.