Added the 100%ability list to the second post on the first page. This time there's quite a few levels where 100% can't be done.
If any can be improved, I think it'll be either Timid 2 to 98% or Dodgy 2 to 100%. I don't know, there MIGHT be a way to save 93% on Rough 1, but I doubt it (see spoilered parts below). Those two are also probably the most fiddly ones to get the highest possible % on - Timid 2 requires some good fine-tuning, while Dodgy 2 requires a completely different (and harder) approach than the normal one.
My thinking on Rough 1 is because the only solution I've found requires a bomber and two blockers that there's no way to free (a third blocker is also needed but that one can be freed). The bomber is the only way available to stop a digger that's used to trap the crowd. However - it might be possible to avoid this bomber with some good timing if it's possible to simply delay the crowd / keep them at a distance when there's open gaps.
EDIT: I managed to improve Timid 2 to 98%, and at the same time also prove it possible to beat without using blockers (not that I ever thought it wouldn't be, I just wasn't 100% sure that it was). No luck as of yet on Dodgy 2. The 97% solution for Timid 2 still holds the high score, because the 98% solution takes longer and uses nearly twice as many builders (either 5 builders + 1 blocker, or 6 builders + 0 blockers, to save 98%; vs 3 of each for 97%.)
Also - it's confirmed that Dodgy 1 has a backroute. If your solution involves climbing up the steel near the entrance, your solution is a backroute sorry.
So far, the other levels seem backroute-proof - Dodgy 2 does have two very different solutions, but since the intended one is the easier and more obvious of the two I'm not declaring the other one a backroute. I must say, I find it amusing that it was one of the relatively simple levels that had a backroute show up. (Rough 2 might *seem* like it has a backroute, but it's the Rough version of the once-per-rank level, and it's just a fairly easy level - unfortunately, messing with it to increase the difficulty might interfere with the solution to the Fierce version, which is
very hard. If I can come up with a way to make it harder that *doesn't* interfere with the Fierce version, I might implement it in the full game - but as it stands, the Timid, Dodgy and Fierce versions all work quite well, it just so happens that the Rough version got into the demo because there were too many other levels I wanted to put in for the other 3 ranks, and wasn't really any other Rough level that I wanted to use.)
One more thing; the first level of Timid actually plays the wrong music. xD It should play track #6 but actually plays track #1 - not sure if I set the file wrong (its old position would've had this track) or if I just forgot to set one and thus it's doing it automatically since it's level 1. Not an overly huge deal though, I guess.
Just made a new Rough level, it's loosely based off Cheeky 20 from LPII (specifically, the NeoLemmix version - the level is exactly the same but the required approach is slightly different). It was one of those ones where everything just falls into place perfectly while designing it - seems airtight as far as backroutes go too.
I love it when that happens. It also has probably the most interesting use of teleporters so far (I did say it was
loosely based of Cheeky 20
).