Lots of challenging levels this pack I am impressed! This might take a while :p
Little House on the Hill:
Fantastic level! Had me stumped for a while. :thumbsup:
Danger Ahead:
Good level but the style/background made it a difficult to see where the terrain was so I played it all in physics only mode. Wouldn't have noticed that notch the glider turns around on without it.
@bulletride
Excellent work, you got my intended solution!
And I suppose it's how the tileset is and I knew I'd have a use for that crooked-shaped piece. Sorry if it eluded/confused you. :)
And I really enjoy the choice of music for your levels!
@joshescue
Excellent work, too! It's a very slight backroute but I think I can update that accordingly. Thanks for your help!
Glad you enjoyed my levels IchoTolot :)
Guardians Of The Hero's Shrine: Your first solution was a backroute but I love your second solution. I want to try one more time to enforce my solution but if all else fails your solution will be an excellent "alternate" :)
Journey: This is a backroute unfortunately, but an easy fix. Also, good feedback on the pick-up skills. My updated version should fix this and increase the entropy a little bit more.
Icho: thanks for another backroute; keep them coming! Ironically, you could have been more efficient and saved a destructive skill on that backroute. More one-way arrows seal that one up good though.
joshescue: Excellent solution to my Rule 3 level! You're the only one who's been able to save an extra Lemming and use both cloners in meaningful ways! Probably better than my solution! :thumbsup:
However, your Rule 2 solution has already been patched out thanks to IchoTolot. I'd give the level another go if I were you, but it's your choice.
Here are replays for Nessy and Crane rule 1 as well as Artys rule 3.
Question for Artys rule 2... I have a solution that would work except for the fact that I cannot use 2 skills on the same frame at the start of the level (1 on each lemming). Was this intended to block a backroute? Just wondering if maybe a difference in Neolemmix player versions is preventing me from beating it or if I simply have the wrong solution lol
To answer bulletride's question:
All NeoLemmix player versions prevent you from assigning multiple different skills on the same frame. Me lining everything up just right so you cannot assign those skills at the same time was the ONLY way to enforce the intended solution. I'm sorry for that. :(
Well, I'm completely stumped on The Possimpible. Everything I try ends up with a skill short, and any attempts of trying to circumvent the level (on the assumption that Colorful Arty is playing with our psychology) is met with failure.
Even the clue that the spacing at the start is the only way to reinforce the intended solution hasn't yielded me with any workable solutions yet. That is my biggest clue though... it was the only way to reinforce the intended solution, something that removing a Walker, for example, couldn't fix.
If I had a minor complaint, the use of up arrows seems to violate the spirit of 'no steel' in the rule 2 levels, in my opinion, especially coupled with the lack of Fencers.
I found it decently challenging actually. I had to think a bit in regards to how to reduce the number of skills I used in order to merge to the two crowds of Lemmings as well as find a way to get the Basher pick-up without turning the Lemming around...
...and the fact that there are Blockers and you can lose a Lemming disguises the fact that you have to sacrifice one to the Ghostbuster trap so the pathfinder can get through. Building through a thin wall to provide a platform to land on is quite an advanced trick as well.
It's certainly easier than some of the other levels, but you don't have to make them hard. They have to be enjoyable, first and foremost, and this one was very enjoyable - well done. The up arrows look a bit weird, but I gather these are for patching a backroute and hence they can't be left-facing like the rest (or steel, since the rules forbid it).
Any luck on solving my levels? And opinions too.
----
Oh, one extra artistic complaint... the up and down arrows on the Fire tileset really need to scroll in the same direction as the arrowhead, because it's very hard to work out exactly how much terrain is covered by them, even with clear physics enabled.
I have finally started recording the Rule 1 contest levels (I have also attached my replays below). I solved all of them except "Arctic Oscillation" (and my level, of course ;)). Overall this was a great start to the contest :thumbsup:
Rule 1 Part 1 (IchoTolot and Bulletride's level) (https://youtu.be/pLMUD0iDl0I)
Rule 1 Part 2 (Crane, Raymanni, and more attempts on IchoTolot's level) (https://youtu.be/ld2pFZFOi2U)
Couldn't solve this one, but I am confident that I am on the right track at least with the right side. Still an excellent level :)
Not sure if my solution is 100% intended, but very nice level! Great work :)
I think I might have backrouted this level slightly :-[, but the solution I found was really good. My only comment is that it is not obvious that a lemming will splat when he falls off the ledge on the right into the water because it looks like the terrain he splats on is covered with water. Regardless, it was no big deal to me ;) Great work :)
Very nice level and puzzle! It was very much a think outside the box type as I had to figure out creative ways to use my destructive skills to crave the most efficient path through the house on the hill. Great work :)
I solved all the levels.... not really :P
excellent music selections for all of these levels!
I played some of the levels; I was able to solve 2 so far. I'll play the rest and solve more later.
BulletRide:
Whiplash:
this graphic set was new to me; it's very nice, I really like it overall except I just wish it was a tad brighter. It's a bit too dark and hard to see for my taste.
A nice and very tricky small/three lemming level. I feel like I backrouted; after realizing the main problem is turning people around I resorted to an old trick and seemed maybe a tad too easy.
Medusa:
A Very nice complex level, the main puzzle being deciding how to get over each obstacle and where to use what. Getting close but haven't solved it yet.
Nessy:
Guardians of the Hero's Shrine:
Cool layout and another interesting puzzle similar to Whiplash (oh right I guess that's not a surprise; I forgot for a moment that this was a contest with level making stipulations).
Again however I feel like I might have backrouted it; solution felt a little hackish, wasn't too hard. Although there was some interesting interaction; definitely a better solution then my first solution (which only solved on an earlier version)
Journey:
Very complex level at first glance.
Flopsy:
Mystic Cave Lemmings:
cool aesthetics, looks very challenging at first. Looks very difficult to get aroudn the obstacles with so few builders, several possible routes.
Arty:
you start with 9 builders so you basically have unlimited builders.
I didn't play this level because I just danced to the music.
Also a challenge of too few builders. Looks intimidating , but many possible paths to take.
IchoTolot:
I demand a builder!:
Nice simple level that requires no-builder tricks, which I'm notoriously bad at.
I have continued onto Rule 2, but only managed to play the first three levels and only solve bulletride's level :P
Rule 2 Part 1 (IchoTolot and Arty's level) (https://youtu.be/DGtprzO4wWw)
Rule 2 Part 2 (bulletride and more attempts on IchoTolot and Arty's level) (https://youtu.be/5QjIwgT8K3I)
All your contest levels so far have me stumped, but I still refuse to demand a builder ;). Overall I think I figured out at least 50% of the solution. Need to stretch my mind a little bit more to figure out the rest of the solution. Great music by the way :D
This one has me stumped, and I'm not even sure I'm on the right track to be honest. Seems like it is going to be a great "two lemming" puzzle from what I have experienced so far. Great music by the way :D
Excellent level! I am confident I solved this one intentionally and it was a great puzzle :)
Flopsy and SQron's levels, you're up next!
replays for Nessy and Flopsy.
Nessy
Rule 2: Great level! I love how there are tons of almost possible solutions but you always end up one skill short. The solution is great as it seems so simple when you find yet still took me ages to figure it out ;P
Rule 1: This one is a great level as well, same thing with your other level lots of possibilities for solutions. I am not sure if its a back route still though as it seems pretty similar to my old solution.
Flopsy
Rule 3:Bombing positioning can be a little annoying (assuming this is intended) but besides that a good level. I would personally make the level a little bit wider so you can add little bit of space on the right side of the level (even if its just like fire there) as it feels a little cramped working on the right side. Not really a big deal though :P
Your rule 2 level is really tough :XD: what I wouldnt do for an extra walker lol.
Medusa solutions: Icho: your solution wasnt intended but it was similar to something I was fooling around with while making the level. It is technically challenging so I will leave it as a solution :thumbsup:.
Nessy: Your solution is a little bit different than mine but not by much. Definitely an acceptable solution though nice job :thumbsup:
Mobius: Thanks for the feedback on the styleset. It is my first one so before I officially release it I may make it a tad lighter... at least the entrances (I suck at making color pallets lol).
bulletride
the 2 bombers at the start is not intended but the solution as a whole is intended. You managed to effectively swap a bomber with a digger
I'm surprised to hear my Rule 2 level is super hard, keep at it, you might be overcomplicating it.
Finished Rule 2, but only solved 1/2 levels :P I also solved "I Demand A Builder". Yay for me! :thumbsup:
I have attached all replays below.
Rule 2 Part 3 (IchoTolot's level solved and Flopsy's level) (https://youtu.be/tXNKUCYAN74)
Rule 2 Part 4 (SQron's level and more attempts on Flopsy's level) (https://youtu.be/bnVuvg9ul-s)
A very interesting and great puzzle! Was fun to solve. Great work :)
A great level, but I could't solve this one :'(. I am most likely overcomplicating the solution.
Great level, and also great to see your Alien tileset in action!
@bulletride
Your solution to my Rule 2 level is intended. Well done! :D Your solution to my Rule 1 level is still unintended, but a very cool solution nevertheless :)
Finished all my recordings of my initial blind playthrough of all levels :thumbsup:
Overall I solved 8/12 levels (12 because I'n not counting my own levels), which isn't too bad for a first-time blind playthough.
Life is going to get a bit busy soon, so I'm going to take a small break before moving on to the bonus content. I will also be solving the contest levels I couldn't solve or levels that got updated off-screen from now on until I finally get the intended solutions, and then I'll show them on-screen for all viewers all at once :)
Rule 3 Part 1 (Arty's level and attempts on Crane's level) (https://youtu.be/350R46cIYYg)
Rule 3 Part 2 (Flopsy's level) (https://youtu.be/_Iuf9Jx2Vt0)
Was a fun level to solve and the visuals were also very nice. Amazing job! :)
Unfortunately I couldn't solve this one :XD:, but I really like the level's concept and it's very unique :)
Very nice level :) It took me a while to find the unintended solution bulletride found with the two bombers at the beginning, but then I quickly found what I think is the true intended solution :) Also glad I was able to play a level with your new Death Egg tileset. It's very nice from what I have seen on this level!
Once again, thanks to all designers that participated and made this another enjoyable experience :thumbsup:
At this point, as much as I would love to see how long it takes people to solve my level without help, I think most people have given up on solving it. So, I have decided to post a few hints to get people thinking in the right direction. None of these hints spoil the solution, but are merely there to help guide your thought process a bit to help you find the solution on your own.
Hint 1:
The level is not a fiddle-fest. There are one or two precise assignments, but the rest is not very precise.
Hint 2:
The hint is in the title. Find the meaning of the title, and that is the first step in the right direction.
Hint 3:
A good strategy for finding the solution is to try to backroute the level. If you see even the potential for a backroute, do whatever you can to make it work. Best case, you find the intended solution, and worse case, I patch it out, making the intended way a bit more clear in the update.
Thanks joshescue18 for the replays!
Your solution to my Rule 1 level is perfectly acceptable. Nice work :)
Your solution to my Rule 2 level is 100% intended. Well done :thumbsup:
So I'm still trying to solve The Possimpible - I'm trying to work out the meaning of the title other than swapping the first and second syllables of the word "impossible" (but not an actual anagram due to an extra P). So far I've worked out the following:
If you let the right lemming initially turn instead of bash, you can build under the small circular recess and provide a platform for the lemming on the left if they mine through the pillar (after walking up into the small nook). This might also be the clue behind the way the level is structured, forcing the basher to leave a lip of terrain, but it being impossible to do if you want the left lemming to build. Delaying the basher this way lets the rightmost lemming build. I'm not certain of the benefit yet though.
It is theoretically possible to get the non-climber up the right side of the level with just 4 builders, a basher, a miner and either a walker or another builder, but this doesn't include the tools used to get to the climber's platform on the bottom right or to the left-facing one-way wall in such a way that the non-climber can get there, or extra builders or walkers to ensure a lemming doesn't walk the wrong way. If you bash into this wall at the right point, and use the walker to stop them, they leave a nook in which they can build partly into the vertical bars to the right of this wall. If you can get the climber to be on the platform beneath the exit facing left, they can mine from above, and then the gap bridged with another builder. The remaining 2 builders are then used to cross the vertical bars and then the final small gap where the climber would normally emerge.
I have yet to find a configuration to make this work without running out of builders first.