I played the pack a bit today and here is some feedback. Warning I will focus on stuff that can be improved here as these were the things that interrupted my enjoyment of playing the pack
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First of all: The levels look really nice! - I solved the first rank and parts of the last rank (1-8 + the last 2 levels) to get a feeling how this pack is difficulty wise.
I would rank it simply as "Medium".-
The biggest thing to improve the pack would be: Throw out the timers! Out of the levels I solved the only nessesary timer I have seem would be:
1 11. That's it. So many times I had to rewind to: A) Increase the RR earlier while changing nothing else.
B) Slightly change some assignments to save a couple extra seconds while still execution the same solution again.
This just makes the pack a lot more annoying. Throw them out, put away the nostalgia that every level needs a timer. 95% of them don't need it and they make a otherwise good level way worse.
Prime example: 1 05 where i had to rewind multiple times to turn up the RR again after I needed to change some assignments.
Otherwise it was a good level!- Some of the objects/tiles are very misleading. As they
could be your personal additions I include the cases here in my feedback. If they are not your additions think about maybe replacing them:
A) In 1 14 is fish is solid terrain. In 1 18 the fish is now a background object or even a trap. If it's your addition:
Choose 1 for it and make it consistent! B) 1 15 the giant invisible updraft. I know what you want to emulate but because of the updraft I can't seee the trap's or exit's trigger area resulting in more frustraition. Also in 1 23 we also have a space level, but this time no low gravity.
C) The invisible exit in 1 08 and 1 18! An exit should be visible from the start! Please, choose a locked exit that is visible.
D) No one can see if this is a splat pad or an anti-splat pad. Please use the standard red one for clarity purpose.
E) 6 08 - let's say I needed a while figure out what is happening here and how those custom invisible updrafts work. Simply use and extend a standard one to cover the rooms as this is really confusing.
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General rule for tileset additions: Clarity over style! Nothing should be invisible or misleading.
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1 20: Hidden trap! Make it visible!
- The difficulty is a bit over the place. 1 01 - 1 06 is way harder than 1 14, 1 16, 1 22 for example. The last level 6 22 I would not consider more difficult than 1 18 as well.
- I noticed quite the inflation with builders later on. Try to turn down the builderfests a bit in the future.
My favorites so far were: 1 05 (without the timer), 6 04 and 6 05
I attached my replays so far and will continue playing soon.