1) Another very good level, though slightly on the easy side. It is a prime example, why no-overwrite for exits is so important: I deliberately mined in such a way, that the lemmings all fall on the very right end of the exit platform. But unfortunately, they turned around
.
2) Nice prequel to the Hellish level.
3) Point Simon to this level as a good example of a
disjoint union . Not exceptionally hard, but fun nevertheless.
PS: The replay should be fairly confusing, because I always jump around on the map. Sorry about that.
4) Given that I knew about the small gaps now, this was much fun!
5) Good looking, nice idea, but way too much climbing and waiting. Especially given the bomber timing at the very end!
6) There is only about a 50% chance that the bomber will actually make a hole and not just a dent. And it is pure luck, what you actually get! Please make the grass platform one pixel thinner.
7)
Invisible terrain
Only found out after making a mistake and letting a lemming fall "into" the water
If you mine at the top, the miner may survive, but there is no way all other lemmings can survive the drop
But to determine this, one needs like 100 tries
And NO, the hint in the title is no excuse at all
My interpretation was, that the single "Jesus"-lemming does go out of his way to help the poor other lemmings.
(and it wouldn't be a hint for buddhists, hindi, ... at all, at least unless they have way more knowledge about christianity than I have about their religion)
8) This trick borders on abusing the game mechanics as well.
9) Sorry for not playing this, but I will only play this once framestepping or something similar is possible in SuperLemmini. In Hellish 9, one knows that the solution one has in mind will actually work, so getting the assignments correct is not too bad. But here, one has to try lots of different approaches, see whether they work out, adapt them and then try again, ... And always one has to deal with these horrible precise skill assignments on the chains.
10) No different than the first occurance of this level.
11) Again the very same solution as in its prequel.
12) The first half is very nice. But the second half is quite fiddly and requires lots and lots of tries. The issue resolved with the bomber at the end shows you what
always went wrong. It would be much better if this problematic and fiddly part is at the very beginning of the level to be able to restart the level faster. Don't get me wrong: The trick for the last part is excellent, only its position in the level can be improved.
13) This time the crossing was surprisingly easy to set up.
14) I am almost certain, that this solution is not intended.
15) A nice and fun level, but should be in Scary.
16) This
has to be a backroute!
17) A brilliant level!
There is only one minor problem: The "water" in the middle which reaches quite a bit into the terrain on its left. And this part of the terrain is precisely the location, where I wanted to dig down
Perhaps one could replace this "water" with a chameleon?
18) Not sure this is 100% intended. I simply did the first thing that came to my mind and somehow it worked... But maybe I just got lucky
19) This level was actually quite fun, despite the waiting periods (that kind of fit within the theme here).
20) Argh! Another "search your exit" level with no indication where it possibly may be. Sorry, people who like these kind of levels are welcome to them, but I have better things to do.
PS: Sorry for the rant about Insane 7.