At the moment (
in this topic) I'm going through the current state of the community pack and noting necessary or suggested changes to levels.
Some levels will have to be replaced altogether (assuming the game remains without VSI and time limits), and I'm making a separate topic here so these don't get lost in a long list of mostly small changes.
These are just suggestions -- some of the levels are still solvable, and others could be made solvable rather than replacing.
I'll also note any suggestions I have for re-ordering. After I'm done going through the pack, so that I know how many levels should be removed and from which difficulties, I'll make suggestions for filling the gaps -- we have quite a few rejected levels that could be re-added, and some contest levels that could be added.
RemovalsSimple 18 "Minimalism (Part 1)" -- requires VSI. This is the level that introduces the fling-bomber. Without it, the only Simple levels that contain fling-bombers are Lix Potion Number Nine and Snow Really, in neither of which the player is likely to use the skill. Perhaps in both of them, bombers should be changed to imploders.
Simple 34 "Fear of Heights". Intended solution is a single digger and VSI, other skills being red herrings. In fact it's solvable with a single digger after waiting until all lix are out. This feels like a weird hack and I'm not sure about keeping the level. In its favour, "sometimes it's good to wait until all lix are out" is a useful trick to learn.
Quirky 19 "That Pesky Gap" requires merging the crowd, by a combination of blocker placement and SI. If the SI is fixed at an
odd number, there is an exact pixel for placing the blocker that works. I'm not wild about this level concept, and Simon isn't either. In its favour, it is a beautiful level using my terrain
Note that Cunning 26 "Need a Boost?" uses the same core concepts, but makes execution a lot easier.
Cunning 14 "Don't Look Back" is a Just a Minute type, i.e. trivial if there is no time limit.
Daunting 8 "Too Far to Walk": same.
Ordering issuesSimple 11 "Little Miner Puzzle (Part 1)" is too hard for its place, as Akseli noted in one of the previous feedback topics.
Quirky 22 "Under the Rainbow" is a weird misdirection level, now that I know the ceiling route is intended. Assuming we remove one or two builders to prevent the build-across solution, I think this should move up to Cunning.
Quirky 24 "Another Lix in the Wall" and Quirky 27 "Impetus" both involve using cubers to turn climbers. Perhaps we shouldn't have two instances of the same trick this close together!
Cunning 2 "Merge Sort" and Cunning 6 "Mice in the Pipeline" are brick-wall "either you see it or you're stuck" levels, and it's no fun to have these so early in a set when the player is just getting started with a new difficulty. They should come later.
Cunning 10 "Elixir" is much too hard for its place (Akseli also noted this).
Cunning 16 "Every Which Way But Loose" is easier than many Quirky levels, and would be a good one to move down if Q22 moves up.
Cunning 30 "Tapestry" could come earlier.
Cunning 38 "A Completely Ridiculous Level" could come earlier.
I know that geoo loves keeping paired levels next to each other, but "Off the Rails", "Slipping" and "Buy One Get One Free (Part 1)" are
much easier than their counterparts, and could all be moved down to Cunning -- if there's room
Daunting 32 "Alien Invasion" should go up to Vicious.