(All previous issues have been addressed, except for having the proof collection contain the intended solution to "Let's All Go Down the Strand". I decided to make changes to "Put Your Lix on Ice", and
the new version is accepted.)
I have now watched up to Quirky 20.
L25 Ferry Tale: This has already been discussed elsewhere and we agreed to move it to Quirky, maybe with skillset changes.
L28 Walk Them Golden Stairs: One of the weakest levels. In today's stream, Simon discussed the number of any-way-you-want levels in Lovely, and called out this level as possibly worth keeping because it introduces the mesh terrain to a beginner. However, it's possible to turn around with two bombers at the start, saving the blocker for the top-left, and so completely avoid interacting with the mesh. This level's repeat (Cunning 4, Once You Pop You Can't Stop) is weak for similar reasons and will probably be cut, or at least suggested for cutting. Maybe if we cut both, this level's position could be filled by constructing a better mesh level? Or keep this level and improve the skillset?
L34 The Road Not Taken: Another weak level; the main reason for keeping it is similar to L28 -- it's the only wrap level in Lovely. Its repeat (Vicious 36, Dream the Impossible Dream) has backroute issues but might be fixable, so it's too early to guess whether it will be cut or not.
Simon has suggested bringing Q13 Time to Change the Road down into Lovely, in which case a space must be made somehow. We could either remove one of the weaker levels, or move one up -- definitely not L40, which was designed specifically to be a rank closer. Maybe one of L33 Don't Leave Me Hanging, L35 One-Way Road or L37 You'll Get Over It is a candidate for up-ranking? None of these really "feels" like a first-rank level, but my instincts are not adjusted to the needs of a pack with 40 levels per rank, which blurs the distinction between late first-rank and second-rank considerably.
Q8 Land of Rainbows and Unicorns: Ramond has a very fiddly solution, isolating one lix by precise selection and placement of the basher. (The solution I assume to be intended is to have the miner emerge slightly higher, so only the climber goes back up the tunnel.) Not sure this can be prevented, except by more lix and lower SI. The level might need to move a bit later.
Q10 Can't Reach It, Don't Need It: Simon suggests upranking slightly (I assume to the seond half of Quirky). Seems reasonable.
Q12 Downpour: Never liked this, would be happy to remove it if one of mobius's new levels is around the right difficulty for a switch.
Q18 Forest of Fears: Really beautiful level, maybe deserves moving to the Q20 slot.
Q19 Another Lix in the Wall: I recall discussing this with Simon a long time ago. The question was whether to remove the platformer, which would kill an unintended timing-based solution (similar to the one Ramond found). I don't have strong feelings about this, since the ideas in the two solutions are very similar, and the player is just making things difficult for themselves when they don't have to.