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Messages - Apjjm

#16
Here are my solutions for rule 1 - the levels were great fun to solve, nicely done to the level creators :thumbsup:

1-Insert Coin Choose Lemming
Spoiler

Creative idea with the lemming selection mechanism at the start of the level :thumbsup:

I approached the solve on this by working out the order of the lemmings backwards: the exit area can be effeciently reached with a slider, and the disamer is probably going to go after the path is already largely constructed. I liked that the path each lemming takes through the central area makes good use of their unique skills. The way the slider reaches the end and uses the completed path was a bit unexpected and very nice finish to the level. I initially thought I would be bombing a lemming to let the slider down, though perhaps if I had thought about things a bit more I might have realised why that couldn't possibly work :forehead:

2-Infiltration
Spoiler

I found this to be quite a tricky level as it was quite hard to see how to allocate the lemmings up/down. Eventually I focused on the button in the bottom right and saw that really only the climber could reach it, which suggested the glider needed to go up instead. The diggers are cleverly placed on this one - in particular the one on the upper route. Great job with the various lemmings needing to use their unique skills on this level, especially given the compactness of the level.

The conclusion to the level where the disamer removes the row of traps as the various other workers reach the exit was satisfying and nicely done.

3-The Four Corners Of Cloud Seven
Spoiler

A very nice builderless level. Harder destructive skill heavy builderless levels often make use of some kind of step-through area - I imagine with the skillset on this level (in particular the shimmier) it is possible to solve this level without using that trick (though I did end up making a step-through in my solution). Each of the buttons on this level telegraph that they must be hit by one of the unique skill lemmings, but the challenge isn't just getting the lemming to the button - it is often also keeping the others away too :thumbsup:

Given the skillset, I imagine this one has quite a few distinct solutions too, so will be interested to see how other solutions play out here.

4-No Other Lemmings Gonna Do That
Spoiler

I wonder if I backrouted this a bit, as looking at the level now I should probably have sent the slider down the left hand gap and shimmy above the clouds to hit the button.

A nice puzzle here & I like the concept of releasing the workers one-by-one. Deciding when the release the individual lemmings on this one (and how, given they could be released with a miner or a basher) definitely added to the challenge of the level. The main challenge I ran into on this one was towards the 2nd half of the level near the one-way wall - the currently released lemmings need to do two things: (1) reach the buttons & (2) only allow the floater & slider above the one-way walls - finding a setup that achieved this without trapping or losing a lemming was quite tricky :thumbsup:

Each of the lemmings released felt like they particpated in the solution - in particular the climber was both very helpful but also a nusience for the tendency to climb back over the set the pillars near the teleporter-receiver into an area with a deadly fall.

5-Lemsicle
Spoiler

The second half of this level is quite subtle and took me quite a while to spot :thumbsup:. The swimmer does the heavy-lifting to start with by collecting the first two pickup skills, with the climber following up to resuce the 'lemsicle'. In my initial attempts for this one I tried to free the blocker by bashing from the right hand side after traversing the snowmen with the swimmer, but the climber is really needed to resuce that lemming effeciently.  I liked the design of the snowmen area and that the lemmings play stepping-stones to reach the exit at the end.

6-Its All A Matter Of Spacing
Spoiler

Nice use of the laserer on this one :thumbsup:

When solving this one I decided to focus on how to resuce the climber first, as seemed like the most tricky lemming to save - It turned out this was a good choice as it requires two lemmings to be able to resuce with the platformers. I liked the way the solution followed on from this point with using the laserer + updraft to bring two controllable lemmings into the lower area. I did end up with a jumper leftover in my solution, which I think is probably because I backtracked & assigned the fencer at the start rather than cancelling it on the land by the water.

7-Sports-tacular Athletic Rescue Mission
Spoiler

A tricky puzzle with each lemming needing to reach a specific exit.

I liked that a few of the exit assignments were a bit ambiguous at first glance - it isn't immediately obvious where the the regular lemming, climber or floater necessarily go. Despite this, the solution still requires each of the lemmings with skills to make good use of them (in the case of the walker, making double use of the shimmier). I also liked that the blockers weren't freed the same way, one used a walker and the other a laserer. I thought the detail with how the builder was used to make the shimmier near the rope safe was nice too.

I completed this one with a laserer leftover, so I hope this is an acceptable solution - as it was satisfying to solve :thumbsup:
#17
@Armani - As you suspected, the R3 solution is a backroute - I will post an update later today with a fix to that pillar area.
#18
@Armani

Intended solution :)

Spoiler

The extra skills are purely to reduce execution complexity and to open up lasering either tower from the first hatch. Anything that sends a basher back through the tunnel it just created is the intended solution.
#19
Copy + pasting nested groups can cause various unexpected editor behaviours:

  • Copying a group between editors can cause the editor to produce a series of errors (per peice in the groups), for some nested group structures
  • If the editor has ever loaded level with a given group, copying a group with an identical name into the editor may not give the expected layout even if that level isn't loaded

In the case of (1) it seems to be primarily caused by groups that have a structure that is a bit like:
Badly Behaved Group
   | Group A
   | Group B
     | Group A (again)

I have attached a level that reproduces this bug. The minimal steps to repoduce this are:
  • Open the editor twice
  • In editor 1, open the level
  • Copy-paste the group into editor 2

For scenario (2) the minimal steps needed to observe this are:
  • In editor 1 (that currently has the level open) go File -> New
  • Edit the level file on disk with some noticable terrain change (e.g. double the X position of a terrain piece)
  • Load the level (new version) in editor 2 - it should look different
  • Copy-paste the edited group into editor 1 (the editor with the blank 'new' level) - it will have the old layout still
#20
Very entertaining pack with some stand out levels (In particular: Tiger 3, Ox 6, Dragon 1 & 4 were my favorites of the pack).  Visually the levels all look brilliant with a great selection of music tracks included too. This level pack makes really good use of the newer skills (in particular the laserer & slider are used quite a bit) and has a good variety between more navigational puzzles using movement skills and terrain altering puzzles.

In terms of difficulty, some of the harder levels in this pack certainly offer a challenge, and for the most part diffculty increases as you go through each rank culminating in a bit of a 'boss' level at the end of each rank.

Level-by level thoughts:
Spoiler

Rat 1 - A nice short level to open up the pack. The art already looks great!

Rat 2 - Clean level using laserer and slider. I like the way the slider is used at the end to avoid the lemming getting stuck in a loop, usually the slider is the cause of this!

Rat 3 - Puzzle revolving around continuing a shimmier on the underside of a bridge. This is level is presumably to introduce this tech for later levels, and is a nice level to showcase this cocnept in a way that is discoverable.

Rat 4 - A fun one lemming level navigating the terrain with the slider + jumper.

Rat 5 - Nice use of the zombie on this level to open up the path for the crowd and setup the switcher ready for the neutral to exit.

Rat 6 - The teleporters on this were quite intimidating at first to work out where they all went! However, it turns out they all follow on from each other, but still a bit of care is needed to make sure the you don't leave a lemming stranded somewhere. Nice level.

Dog 1 - Great 2 of everything level and a bit of a step up in difficulty too! Navigating around the laser traps while avoiding a deadly fall makes a nice challenge.

Dog 2 - Another good level. Working out the path for the crowd isn't too tricky but you still have to get the worker lemming to build it effeciently. I did have a platformer and some movement skills leftover, but maybe that is to open up other options?

Dog 3 - I really like this as a follow on from Rat 5 and using the zombies to disarm the switchers. The way the jumper pickups are used at the end is a fun detail too.

Dog 4 - Great level :thumbsup: - Seems fairly open to multiple solutions but the difficulty is in effeciently using the skills to reach the various pickups without sealing off the way for the neutrals.

Dog 5 - Another nice puzzle using neutral lemmings + sealing up the walls with the stacker. The skills provided on this are quite generous which made it a bit easier than 4 for me.

Dog 6 - Very good level to end the rank on, and nice ramp up in difficulty too. The path the worker needs to take on this is not obvious and it is easy to run out of skills constructing it.

Tiger 1 - What needs to happen is fairly clear on this one, though my first attempt I tried to build out of the pit first.

Tiger 2 - Really good level and one of my favorites of the rank - I enjoyed the way all the parts of this played out, and reaching the 2nd switch at the end does take a bit of care.

Tiger 3 - This is a brilliant (and difficult) puzzle :thumbsup: - I think possibly more tricky than some in the Ox rank. There are a lot of options for how the workers can be used, and skills can easily run out tunneling back too.

Tiger 4 - Very nice level. The way the cloned miner is used on this to mine out from the centre of the statue is a great idea.

Tiger 5 - A large level with lots of one-way walls is quite scary at first appearances! The key to this level was spotting where the first cloner needed to be used to have enough skills to deal with the area at the end.

Tiger 6 - Another very big level and definitely a step in difficulty - I think is probably one of the hardest levels in the pack! The overall ideas in this level are clever and the path the crowds need to take is fun to work out, but a couple of parts of this level combined to make executing the solution a bit frustrating for me: (1) A couple too many cloner assignments on the downward walls to rescue the neutrals & (2) The laser trap near the exit would kill the worker off-screen while trying to frame step to do if I didn't multi-task during (1).

Ox 1 - A bit of a breather after tiger 6, but still a nice level with sending the shimmiers over.

Ox 2 - Really nice level using a combination of methods to get over the buildings in an interesting way. Definitely a very nice looking level too.

Ox 3 - Brilliant level, another favourite of mine :thumbsup: - I managed to save 2 over the requirement here which i was quite pleased with. The central area requires sending out multiple workers which certainly made the solution a bit trickier to find!

Ox 4 - Nice puzzle combining navigating & skill effeciency. It can be quite easy to be off by one skill on this one, I managed to save a skill above the big waterfall but i wonder if is possible in other places too.

Ox 5 - Nice level very much focused on getting the workers to hit the flags and end up in the right spot so you can bash the way to the exit - rather than being specifically limited on destructive skills.

Ox 6 - Fantastic end of rank level with needing to send the two crowds along two different routes after they go through the crossover in the middle.

Dragon 1 - Great start to the rank! The way the terain was used on this one is great, and the slider requires some care here too otherwise it can get stuck in a cycle on the edges of the floors.

Dragon 2 - Tricky level, sending the basher along the top to free the crowd was satisfying. Even with spotting how the basher was used managing to reach all the buttons without running out of destructive skills wasn't easy.

Dragon 3 - The main challenge on this one was in working out how to manage reaching the top area given the wall obstacle. I imagine there are probably more effecient ways than I managed!

Dragon 4 - Brillaint level :thumbsup: - and it's a builderless level too! Managing the crowd through each area was a really nice puzzle. One of my favourites of the pack.

Dragon 5 - Nice open level, I was very pleased I found a save-all solution on this one.

Dragon 6 - Great level to end the pack on. The symmetrical use of the skills at the start was nice to see. I also liked how the glider was used to send lemmings onto the arms with the buttons, though some of the splat heights here were by quite a small margin. There was a nice twist at the end with the solution to the middle area requring breaking the symmetry of the level.

Dragon 7 - Credits :)
#21
NeoLemmix Levels / Re: Integral Lemmings
March 20, 2022, 12:24:04 AM
I played through the alpha rank - some really nice open ended levels here that are certainly challenging even with the generous skill assignments. Great job tan x dx :thumbsup:

Spoiler

1 The Locked Room Mysteries - A nice start to the rank. I went for the talisman on this one by using the diggers to get through the one-way wall.

2 Unfriendly Neighbours - The talisman to this one was quite the challenge, as rescuing the lemming that lets the zombies free was surprisingly tricky! I ended up constructing a small holding area which I sealed off at the last second for my solution on this one. I wanted to try and use the wheel trap at the top initially, but couldn't find a way to work that with the talisman.

3 These lemmings and those lemmings - Tricky level! Allowing the climbers to still be able to get up the central pillar again took me a little while to spot with the way I approached this one. I liked the way the disamers released the climbers at the end though.

4 Crowd Control - Compressing the lemmings is the main difficulty on this one. I construced a fairly narrow holding area using a miner + basher combo repeatedly but that doesn't get close to the talisman which seems pretty hard. I guess that probably involves some RR manipulation?

5 Thick and Thin - A favourite of the rank. I really like the way you have to be careful with the builders near the end of the puzzle to not leave too many behind. The various bits of terrain in the middle provide a lot of different options for how you split up the workers too.

6 A Sorting Problem - A very nice idea with filtering out the different hatches into different exits. The main challenge I ran into was how to filter the swimmers from the floaters - The only behavioural differences betwen the crowd are that one bunch falls slower & the other can swim. Unsurprisingly, letting half the lemmings drown doesn't solve the level, so I opted for catching the floaters after the swimmers fell past.

7 The Big Dig - Certainly a bit of an easier level compared to the previous few.  My first attempt did fall 10 seconds short of the time limit so I needed to go back and optimise things a bit. I wonder if the time limit on this could be made more of a soft-limit by adding a higher lemming total?

8 Equivalent Exchange - Tricky level, the platformers really run out quickly on this one too. Working out how to get to the bottom left exit is a challenging part given the laserer skill is all you have. I wasn't able to find a solution that preserved enough platformers that had the two sides of the map cross over, but I did find one where each side solved on their own. I'm guessing this is probably not fully intended, given the title hints at at least some interaction between the two crowds.

9 Fun with Lasers - A great builderless level & surprisingly tricky - especially given how strong the laserer skill can be in places for opening up areas of the terrain from distance. I liked the detail of using sliders rather than floaters / gliders here. They add some additional complexity and care required, otherwise they can easily end up going the wrong way out of a laserer tunnel.

10 Escape from Zombie Island - A really nice level to finish off the rank. I really liked the tension between wanting to get rid of the zombies to make a worker area but needing to keep them around so the basher doesn't go into the exit. I couldn't find a nice way to handle the crowd of zombies near the exit without digging through the one-way wall, but on reflection maybe I could have set up the holding trap on that side of the exit?
#22
Finished the bonus rank and the pack :thumbsup:

Comments on the rest of the bonus levels:
Spoiler

4 - This level looks very scary at first, but wasn't quite as hard as it looked at first! I did manage to save 31 with skills leftover, so maybe I found a backroute or something unintended here.
5 - Probably one of the easier ones of the bonus rank, but still a very clean solution - I like the way the three workers are needed to build the path. The main key for this one was deciding what needed to happen to free the crowd, and the rest of the level followed from there.
6 - What a level to finish the pack off with :thumbsup: - I found the last piece of the puzzle on this one to be very hard to spot. I managed to make fairly consistent progress in working out a route at the start of the level but then hit a huge wall where I would lose an extra floater or be a skill short. I easily was stuck for at least 30 minutes trying lots of different ideas with no luck. I was just about to close out of the level to come back to it later when i realised what the solution was. Another LOTY worthy level here in my opinion.

Overall an incredible pack and absolutely would recommend others to play this (even if it isn't christmas)! There are some really stand-out puzzles with a great variety in how they are solved.
I think the easy-hard rating is a fair description of the dificulty for the first two ranks which have a fairly balanced difficulty curve too. I found avant-garde to be a bit harder than retro overall, but I am better at solving classic skills levels so that might just be me. The Bonus rank marks a step up in difficulty over the first two ranks and is fair to call very hard - I found Bonus 1 & 6 to the hardest of the rank, so the difficulty here I guess really depends what you get stuck on.

Finally, great job again on the menu graphics and a nice selection of music too. This really was a very fun pack to play!
#23
I made a start on the bonus rank and have got a solve for the first 3 levels. I am going to try the next 3 either tomorrow or friday. On two of the levels I had some very close solutions which didn't quite work - so have included a couple of extra replays too as you might be interested to see things I tried which almost worked.

Spoiler

1 Lemming Entanglement - This is an excellent level :thumbsup:. I think this is probably the hardest of the 3 I've played so far. I ended up solving this one by thinking about the level in reverse and asking about if it could ever work if I: (1) built from right to left from any of the 3 junctions or (2) Use the teleporter to bring the crowd down. After ruling those out I was able to focus on the other possibility and spotted the trick with releasing blocker with the digger which unlocked the rest of the level.

2 No Matter Where You Came From - Another great difficult level, and the verticality makes a nice change. I was able to find the route down quite quickly but, the main bit of difficulty was optimising enough skills & working out how to create a filtering device for the swimmers & sliders similar to the one used at the top of the level. There probably is a cleaner way to do this than how I managed it, but hopefully I'm not too far off with this one.

3 Hold My Beer... - This one looked like it was going to be difficult from the preview screen, and it certainly was. I had quite a few ideas that either ended up a skill short or a lemming short. I included a replay with one of my closest failed solutions where I was missing one floater at the end. My solution probably brute forces a part of room 2 a bit to make sure all the lemmings came out the pit in the same way - I'm guessing there is a cleaner way to do this part by saving a miner elsewhere which I probably missed. Very nice puzzle :)
#24
I completed the 2nd rank tonight - some more excellent levels great job Armani!

Spoiler

1 Frozen Fractals All Around - As you said the difficulty resets at the start of the rank. Not too difficult but again still a bit of puzzle here with using the slider.
2 Meanwhile in Namidaland - Nice decoration on this one! I ended up doing something a bit fiddly on this one and I'm sure there is a cleaner way to handle the crowd.
3 Xmas in Lemmingland - Using the walker to not need to complete the bridge to icicle was probably the trickies part of this one. Another nice puzzle using the new skills.
4 We Move Unseen - I liked the two paths on this one, and the helper markers in the floor to line up the laserer was a nice detail. This was a fun one to watch complete afterwards too.
5 Ice Climbing - The levels started to get a bit trickier here! There are some nice details in the solution here with how the 2nd climber is used & letting the first climber get back up.
6 Santa Training Center - A great single worker level. I really like the way the miner continuing is used twice - the first one is quite telegraphed but the second one is much more subtle. I saw in the intended solutions you even did the thing I did in mine where I checked both bridges worked before mining the left one.
7 CAUTION Thin Ice - This is quite a tricky one! The key for me on this one was realising where the jumpers had to be placed at the end and working backwards from there.
8 Last Shepherd of the Dead - Great use of the zombies on this one & the little hiding area is a fun idea.
9 Get Your Sled Ready - Nice level combining a couple of tricks together. The level shape very strongly hints at continuing a skill, but also using compression and the stoner + blocker effectively adds some nice extra complexity.
10 Sorry No Rooms Available Tonight - My favourite of the rank :thumbsup: - The way the blocker lemmings are used on this level is really elegant.
11 This Level has no Time Limit - This is a fun change of pace level and pretty tricky to work out what actions you can spare on the main worker. In particular the details about holding back the crowd to allow the bridge time to complete & the oh-noer still blocking the zombie make the solution to this quite well hidden. Very nice puzzle.
12 Presents for You - A great level to finish off with thematically and in terms of puzzle :thumbsup: - Initially I wanted to collect the basher pickup above the water, but that caused problems later on when trying to use the cloner effectively.
13 Thanks for Playing - Credits :)

I also checked the replays & liked the 100% solution for Retro 5!

Only the bonus left to go :scared:
#25
I've started playing this and have so far completed the Retro ran (replays attached).

So far, wow there are some brilliant levels in this pack :thumbsup:! Also the background art & theming is beatuful too - excellent job on this.

Spoiler

Retro 1 Nice first level to the pack - not too difficult but not a pushover either. The worker lemming (or rotten egg) needing to take the top-route rather than following the same path the rest of the lemming would take was a good detail.
Retro 2 Nice semi-open ended puzzle around containing the crowd. I was convinced a save-all solution was possible here, and eventually found something that worked using some blocker trickery at the start.
Retro 3 Good early level, saving the climber using a basher was a nice detail though the timing was a little tight on my solution.
Retro 4 Nice builderless level! By bumping up the RR I was able to save a 2 miners which I imagine are required to do a bit more crowd control if you don't do this.
Retro 5 A nice challenge to try and save as many as possible here with an open skillset. I managed a save 29/30 in the end but I tried for a while to get a save-all by using the builder + digger + builder trick to turn a lemming around, but couldn't quite connect back to basher tunnel without running out of skills to get back up.
Retro 6 Nice puzzle with two distinct workers meeting up - not too hard but satisfying to solve :thumbsup:
Retro 7 Very nice idea with re-using have all the blockers get freed to become blockers a 2nd time. The terrain hints to place the blockers was a nice idea to reduce execution complexity on this one.
Retro 8 I like these sort of levels where it is about efficently solving a seemingly simple looking terrain area. It wouldn't surprise me if there more than one solution to this given the skillset and terrain shape, but I settled on an approach using two different digger pits.
Retro 9 I really liked the multiple workers interacting on this one, and the timing with the icicle was very satisfying when it just worked out :thumbsup:
Retro 10 Very clean solution, and very clever. The top-left hatch was probably the area I wanted to build bridges with the most, but the solution cleverly requires patience with this hatch in particular. I really liked that no timing was needed in the solution to this level - I did initially think the solution might involve 6px steps around the bottom hatches and some clever timing, but those solutions all ran out of builders.
Retro 11 Another very good puzzle. I found this a little easier than 10 but that's probably because I spotted how to handle the bridge area quite quickly fortunately. Not using a blocker to turn the miner, which is the initial temptation for this level, was a nice twist.
Retro 12 This is a beatiful solution :thumbsup: and probably going onto my LOTY list. There is some very nice subtlety to where you need to place the skills on this for it to work out, and when they are placed correctly everything clicks into place in a very satisfying way. An early solution I had that didn't quite work (but thought it might have been the trick) was to put a builder ontop of the walkway after the exit to turn the lems around - I was quite pleased with spotting this as I thought I had to the key to level, but nope.

I'm not sure quite how well I'll manage on the last Bonus rank when I get there, but i'll give them a good try!
#26
Thanks for taking the time to LP my pack and writing the detailed thoughts & feedback :thumbsup:

It was great watching you go through the puzzles and I'm super happy to hear that you enjoyed the pack (and Quartet 17 in particular) enough to put it on your list of favourites! It is always very nice as a creator so see others enjoy their time with the pack, and to see what parts really worked & stood out. I do hope to put what I learned making the pack & feedback I have got into another smallish pack at some point (I am a very slow level creator, so not soon!).

I realised a bit of a coincidence when watching your videos on Zemmings Complete - It was actually the first pack I played after focusing to get Quartet over the line and released, and now you have gone from Quartet -> Zemmings too! I really liked playing Zemmings and thought there were some brilliant levels in that pack (and the tilesets are great), so looking forward to watching the rest of your videos on it.
#27
Thanks for all the feedback and the great videos Kaywhyn! It is really nice to be able to see how you go about solving the levels in addition to the final solutions, and I'm happy to hear you enjoyed your time with the pack. I did leave a comment with thoughts on each of the solutions in your videos, but I will also include it below too:
Spoiler

Quartet 1 - This is a really nice solution with two workers. This one is quite an open ended level with quite a few solutions.
Quartet 2 - There are a couple of solutions to this one! When I was first making this level I solved it using a blocker and freeing it later and didn't realise the overhang trick until much later.
Quartet 3 - You did find a nice solution with the chain on the left for this one - the main solution here uses the digger on the red bricks.
Quartet 4 - Very nice solution! I liked the way you got through the tree-planet-thing in the middle. The name on this one is a bad pun given the rocky terrain at the start is roughly fish shaped.
Quartet 5 - This is not the intended way to get out of the penrose triangle but would make for a good talisman given it saves the climbers!
Quartet 6 - There are a lot of possible solutions to this one - I think i've seen a different solution from everybody who has shared a replay so far! Originally this level was going to involve dropping a lem onto a bridge to repeatedly do the dolly dimple trick, but that kept getting horribly backrouted so I ended up scrapping it and re-worked the level quite a few times.
Quartet 7 - This was one of the first levels I made in the pack & I'm happy the level managed to hold up against the ways of holding the crowd back at the start! I like the way you created the timing gap in this one - any solution that has the basher continue into the hill is good!
Quartet 8 - I'm a huge fan of builderless levels too - I've found there is nothing quite as intimidating as a late-rank builderless level though! I really enjoyed making this level, in fact probably this one & Q16 are my two favourite levels.
Quartet 9 - Sorry this one lead you down a frustating solution path, the intended solve on this one shouldn't require precise spacing/timing but I couldn't work out how to get rid of all timing based solutions on this one. I think the central trick on this level suffers from having 4 lemmings rather than a big crowd - the compression method with the blocker would be completely required if the level was designed around 40 lems. In general I spent quite a lot of time trying to rule out fiddly timing precision for this pack (hence the locked RR for all levels), but I found doing that + backroute fixing around 4 lemmings to be really hard! I will probably adjust the structure under the crane up a few pixels more to hint towards the intended solution some more though.
Quartet 10 - I liked that you used various levels of the bridge area on this one - this one was inteded to be a bit easier and open after the increase in difficulty of 8 &  9. The talisman on this one is quite a nice exta challenge, though I know you tend not to go after Talismans!
Quartet 11 - Nice solve - Your solution using the digger -> blocker to bounce the miner is intended, though as you said you can place things to have the 2nd climber free the blocker rather than needing the cancelling trick.
Quartet 12 - Great solution on this one to get the talisman! The planets here are indeed roughly based on our solar system though I took quite a bit of "creative license" and themed worlds around tilesets too. I guess we don't really have a bubble tileset planet & I can't imagine it would be the most habitable planet if we did!
Quartet 13 - The idea with holding the lemming with the blocker is really clever but sadly the first backroute (this level has had no end of them)! I think I might add a metal spoiler to each of the cars which should hopefully rule out the miner usage.
Quartet 14 - Nice solution! This is a level with quite a few solutions that all use blockers in some interesting way and your solution is good. I do wonder if this is possible without using the floater (if you had the pickup skill from the start), I never was able to quite make it work though...
Quartet 15 - I liked the way you juggled the two workers on this one. This wasn't the intended solution but saves exactly 2 and uses the skills in a clever way so would be acceptable. Having said that I have been undecided for a while about adding a OWW to part of that shelf which would stop this solution working. I'm probably going to add it in the next update because I am still a bit worried about that shelf hiding a save 3 backroute in some way.
Quartet 16 - Brilliant solve! This is was my favourite level to make & style in the pack. I've really liked playing/watching levels over the years that have 2 lemmings the few times I have seen them, so wanted to make a 2 lemming level too. The main solution handles the middle area a bit differently but your solve here is good - You might be interested in checking the replay for that one though as I think you will like the other way the middle area can be handled. I was a bit surprised that sign wasn't splat height but I don't think I'll be raising it - I might adjust the top to be a few px lower so it is a bit more obvious it the fall is safe.
Quartet 17 - It's really impressive you found the intended solution as quickly as you did! This was one of the levels I built by making an area of terrain and trying to solve it in an interesting way, it took me quite a while to find the interaction used here - but when I did I really wanted to build the rest of the level around it.
Quartet 18 - I liked the way you navigated across the terrain with the two workers on this one. As you said, this is very much an open ended and more chill level to finish things on. I built this one based on feedback from WillLem around having a few more open levels in the pack for variety, and I'm really happy I got this feedback. I'll strongly consider closing off future packs in this way too, as making this level at the end of a long development journey on the pack was really quite satisfying from a creators perspective too.

Extra 1 - Nice solution, there are quite a few ways to control/delay the crowd on this one. This was a 2nd rank level in aqualems I think, so any solution that doesn't trivialise it is a good solution.
Extra 2 - The way you released the crowd with the miner was nice on this one. Originally I wanted to require quite a specific solution on this one which would have made it far too hard for an intro level.
Extra 3 - Good solution! I was quite fond of the way the builder was used on this level, so prioritised trying to bring this into quartet.
Extra 4 - Intended solution! I thought it would be kind of fun to include something like this after all the other heavily decorated levels, as quite a few of them started very plain and unthemed.
Extra 5 - Intended solution. The trick on this one was originally part of the solution for Quartet 15 on the pan near the end - the idea was to have a builder place a step through the edge of the pan and cancel the digger with a blocker when the worker came back later. It turns out this was a massive over-complication on my part though, as you could always just dig first and build afterwards. When the trick wasn't required anymore I decided the tutorial didn't really need to be in the main rank anymore.
Extra 6 - This is very close to the solution I had for this one & like with the main rank version there are quite a few. The talisman solution is a bit of a backroute that really can't be fixed without the button - do check the replay if you are interested in it, as it was a rather large "damn" when I first saw it after spending ages decorating the level. In response to your question at the end, the middle section is indeed poker chips with the brick areas representing cards.
Extra 7 - This is a good solution - any solution that builds that bridge at the start is good. This level and it's earlier version have titles based on an area in The Outer Wilds, the 4 level in its own rank idea was also to tie into that reference too. This terrain setup was surprisingly flexible in terms of how many ways you could arrange things to make puzzles even with just the classic skills.

I have now updated the pack to V1.4 to make the improvements & backroute fixes that came up during your playthrough. I have attached the previous version of the pack to this post, so that future visitors to this topic can run the replays above against the levels. The full changelog for V1.4:
Spoiler

Quartet 5 - Added talisman based on solution by kaywhyn
Quartet 9 - Adjusted terrain to make intended solution a bit clearer
Quartet 13 - Added some metal to the cars & added some terrain near the exit to remove a backroute
Quartet 15 - Added a one way wall and an additional object to the shelf
Quartet 16 - Adjusted height of one of the signs to make an alternative solution more clear

Finally, because I was interested I put together a program to find out the full style-set & terrain peice count for the pack. A breakdown is included below:
Spoiler

total: 22531 :lem-shocked:

ohno_brick: 4147
ohno_bubble: 2828
ohno_rock: 2675
ohno_snow: 1116
orig_crystal: 4587
orig_dirt: 661
orig_fire: 1565
orig_marble: 2104
orig_pillar: 1196
orig_sega: 275
sms_crystal: 289
sms_fire: 78 
sms_pillar: 16

l2_beach: 15 
l2_circus: 195
l2_egyptian: 1   
l2_highland: 50 
l2_medieval: 13 
l2_polar: 16 
l2_shadow: 704

Note these counts are taken as if all groups are fully expanded.

If you want to run the code yourself against your own packs, I have put the source code on github for the tool.
#28
I have updated my solutions to V3 following the fixes, some thoughts:

Spoiler

3.1 Floatstone Castle - I didn't go for the talisman this time to mix things up & as In the previous feedback, this is a nice start of rank level.
3.3 Fort Nimbus - This is maybe still a backroute given I managed to save all + didn't use the swimmers.
3.4 The Windworks - Working out how to prevent the crowd spilling out the wrong side of the teleporter was quite subtle, nice puzzle.
3.6 Hug the cloud - This is a really enjoyable level with working out how & when to send the worker lemming to different parts of the structure.
3.8 The Vood Mirror - I had a couple of skills left-over, but I am imagining these are probably spare incase you can't get things to line up too nicely? I'm always a fan of levels that make an interesting puzzle with 2 lemmings, and this is a really clever concept for a level that follows up with a great puzzle too :thumbsup:. I like how so many elements of this level tie into the theme - even the usage of the lazerer forms an angle like light bouncing off a mirror.

It does look like the other exit trigger area pokes out over the fire, I didn't try to sneak into it with platformers but maybe it is possible?
#29
Contests / Re: Level Design Contest #25
February 28, 2022, 09:24:21 PM
As a clarification for rule 2, I am currently interpreting it to mean that the following example would be permitted (10 terrain peices + entrance + exit) as that is 10 terrain peices (<=10) + 2 objects (<=10) which have seperate totals. Is this correct, or is the limit instead that the total # of peices (terrain + objects) <= 10?
#30
I would be interested to playtest :thumbsup: