I have some more object ideas:
1. Crumbling terrain - if a lemming walks over the terrain, that terrain will crumble as soon as the lemming steps on it. If a destructive skill is used on that terrain, the terrain will immediately crumble. I believe this appears in the official games, and I thought it's a cool idea for NeoLemmix.
2. Forbidden skill zone - if a lemming steps into this zone, they will not be allowed to use a specific skill. For example, if they step into a zone that says that builders cannot be used, a lemming cannot be assigned a builder (but can be assigned any other skill) until they step out of the zone. The zone can be changed the same way pickup skills are.
3. Locked trapdoor - like locked exits, all buttons need to be stepped on in order to get the locked trapdoor to open.
4. Gimmick off switch - when a lemming steps on the switch, all gimmicks in play turn off.
5. Gimmick on switch - when a lemming steps on this switch, the gimmick turns on. Note that the switch must be set to a specific gimmick. For example, in a level of lemmings that are falling into the water from the trapdoor, if a lemming steps on a gimmick switch that is set to No Gravity, the gimmick will be in play, and the lemmings will stop falling into the water.
6. A one-time trap: if a lemming steps on the trap, both the lemming and the trap will disappear, allowing for the others to walk past without problems.
7. Mirage - if a lemming walks to an object, that object will disappear, but when the lemmings walks away, the object will reappear. This will work very well in the Desert style.
More gimmick ideas:
1. This one is similar to the overflow gimmick: the player will be able to go lower than the set release rate. For example, if you set the release rate at 85, and you attempt to go lower than that, the release rate will then go lower than 85.
2. If you use a skill on a lemming, the release rate will automatically spike up to 99. If you use a skill on another lemming, the release rate will go back to the inital release rate. You cannot change the release rate at any time; attempting to do so will give you the "Oh No" sound, similar to Frenzy.
3. When a lemming falls to the bottom, he does not die, but instead reappears at the top of the screen. The same is true for the sides of the level; if a lemming walks off the right side of the level, they will appear on the left side.
I'm not sure if you have time, but for me, the new NeoLemmix objects in the LPII styles could use some more recoloring:
1. The updrafts should match the color of the style (light brown for Desert, dark brown for Tree). For Desert, this will give the impression of a sandstorm.
2. The radiation object in the Psychedelic style should radiate in different colors instead of just blue.
3. Remove the stars in the teleporter/receiver of the Purple style and change the background to purple.
4. Recolor the button of the Metal style to metallic colors, and change the green color (when the button is stepped on) to yellow.
Extra:
1. I found more levels on YouTube that can be added to the Extra player if the level files are found:
https://www.youtube.com/watch?v=WivO9yJLrzg . If they are found (or remade by someone), they can be added to the Other rank.
2. I can suggest a traditional Extra Player, Part 2 for other levels that don't appear in the Neo versions of Lemmings - specifically, the Orig/Oh No 2P levels, Luis's PSP remakes and Ohayo Lemming-san.
3. I suggested sometime ago that the L2 Classic levels can also be remade. I don't think that's possible now because some of the column tiles in L2 have different sizes from the Orig ones. Unless you can VGASPEC them the same way you did with Sixes Not? (but there is the issue with the flamethrower).