Twitchy 1 - Six pixel principle Yet another repeat level that teaches a different trick to get past a 7 pixel wall, the stacker and then mining to make a hole in it so that lemmings coming up to it can step up on it and get over the previously too high to step up wall. Here, you can achieve the same thing with substituting a miner with a cloner ;)
Twitchy 2 - A fair trade? The trick of using multiple stackers to extend a basher isn't anything new to me, but it's not exactly something that I'm a fan of either.
Twitchy 3 - Lem isn't fair Quite a hard level which is a big step up in difficulty despite the very minimal skillset and hard for its position this early in the rank. Perhaps moving it to later in the rank would be better. In particular, removing the terrain underneath the exit for lemmings to get past it is a huge leap for most players, as I think Lemmings players normally associate with not destroying the trigger for exits. It also uses the special midair exit rule for floaters, which I think most players won't even think is possible, especially as I think it is quite inconsistent across different engines. I totally overlooked the fact the top entrance being preassigned floaters being very useful and therefore I kept thinking I was a platformer short for getting back into the exit, when in fact they don't need one but the non-floaters do. Yes, you did do a tutorial on gliders/floaters being able to exit in midair, but that was several levels ago, way back in the Calm rank, and if especially casual players ever get to this point of the pack, they will likely not remember it for this level.
All this being said, I consider this one of the best levels of the rank/pack! :thumbsup:
Twitchy 4 - Sacrificial Lem The only hard part here is timing a lemming to bash the zombies free in such a way that you can turn him around with a walker before he gets infected so that he can bash through the other wall behind him. Otherwise, another nice zombie level.
Twitchy 5 - To each his own This should be a backroute, as I think the intended way has everyone use a different exit except for the glider and floater who use the same exit. Even then, it still took me a while to find this backroute and to make it work, especially as the climber/glider kept running a trap. This level is also misleading in that it's impossible to tell who has what skill until you put the game off pause and see what happens as a result, though here every lemming has only 1 permanent skill and no two possess the same one.
Twitchy 6 - Someone has to... I think this level can also be a step up in difficulty, where players will likely catch on that the crowds must be contained between two blockers, but they might not realize where you place them is actually very crucial, where they must be placed in front of the locked exits or the level cannot be solved. I've already seen this trick a few times and hence that's why I immediately realized that needed to be used. Instead, what tripped me up was getting the floater back up to the exit, where I was so focused on using a stacker underneath and lining it up with the exit platform to make a climber friendly wall for him that I kept thinking the basher needs to be used on that platform rather than on a builder staircase that allows him to climb up and provides him a way out later on to climb the stack from the other side :forehead: Very good level, just I was a big dummy here.
Twitchy 7 - Janky devices Somewhat hard, and again I was a dumb dumb, especially as I kept thinking in my mind to glide down and use a climber to get out of the pit and then a walker to turn him around but I kept thinking it was too slow to save the others from splatting. Instead, the answer is to glide so that he doesn't land in the pit and then quickly turn him around to platform so that the others land inside the trigger area of the anti-splat pad. And yea, you're right the blocker isn't needed after all, one simply needs to bomb higher so the others cannot step out. Great level!
Twitchy 8 - Trigger finger As you already commented on this level, it sounds like you will fix the level by blocking out the way I dug one of the blockers free when I built to land in front of him. I still found this one challenging, and not because of the complete bomber red herrings, both the ones you are given at the start and the pickups which you can't even collect ;P
Twitchy 9 - Terminator Great level that looks very challenging but it's actually not that hard. It took me a while to figure out how to build to get over the water pit but then keep him safe from the zombie heading in that direction who disarms the traps for the Lemming to get into the exit safely later. There are a few traps I'm not sure what was disarmed though, in particular one on the black terrain near where the zombie starts and one near the exit. I will have to investigate that.
Twitchy 10 - Sewage shaft As mentioned in the LP, I'm not a fan of this level at all, as stoner staircases are no fun and it's extremely tedious and repetitive. I would agree with making a replacement level for this. Alternatively, you can also change it so that it doesn't take as much stoners to get past walls and stuff.
Twitchy 11 - Hero's proof Quick solve and another great level for the once-per-rank, with the only difference from the previous version of it being that the steel is in a different spot. Once again love the 1-of-everything skillset but this time in 7 skill types.
Twitchy 12 - Vertigo Looks hard but it isn't that bad. It's all about being quick to make the splatform for the others at the start and keeping everyone safe once that's done and the splatform at the bottom left. Then the other main challenge is saving the glider, where it's easy to have him go over the exit, though if he does land past it then you can make him turn around with a walker if you have any available at that point.
Twitchy 13 - Attack on Kitten That's cool how the level has images of the cat trap in both the idle and killing animation. The only hard part here is making sure you don't lose too many to the cat trap at the start but is otherwise not a hard level, with cancelling fencers midstroke being required twice here, the second time so that the exit platform isn't destroyed. Although, you can also either block or stone the worker so that even if the exit platform is destroyed you can simply platform up the gap.
Twitchy 14 - Adrenaline rush Nice level with only one lemming who you must keep safe from the zombies roaming around who can infect him, but this can be very difficult and fiddly to achieve. In particular, it was super frustrating making miner staircases without destroying the ceiling a second time. Most of the time, I thought I accomplished it, only to find out that it's too thick for him to step up it through the ceiling. Once you are successful, then the zombies are stuck in an infinite loop once you mine again in the appropriate direction to do so. I like the concept of this level, it's probably just too fiddly for my liking. Even then, you are provided a surplus of either skill.
Twitchy 15 - Mount Lemerest Almost the same title as a United level, only Icho's level is much bigger, which is justified due to it being based on Mt. Everest being the tallest mountain in the world. Though there's also an Xmas level around the concept but is instead very wide rather than tall due to the limitations of the Dos engine. For this level, looks hard but it really isn't, though probably a bit repetitive for my liking. Even then, it's not overdone here to death. I do like there's enough walkers to save the blockers and hence save all but the bomber.
Twitchy 16 - Build faster, slave! Can be a challenging level, but it's quite a nice one. Took me a while to figure out how to keep the other lemming from the entrance safe. I'm guessing the intention is to cancel the second builder with a basher and then reassign him at a time so you can seal off the gap completely. However, I'm not sure if you took into account that you can use a fencer to delay the other lemming as a builder staircase keeps him going and is the main way to extend a fencer.
Twitchy 17 - Getting there half's the fun Pretty much a breather level, where the only hard part is getting the lemming who collects the pickup back into the starting area.
Twitchy 18 - Me, myself, and Lem Hard one but a really good one! :thumbsup: Before I solved the level, I made the mistake of thinking there needed to be very tight timing on the splitters so that the climbers can go through them in order to prepare the route on either side. This was a big mistake. Instead, one needs to assign the worker lemming a climber, build at the right spotand then clone him at the right time so that you get both buttons before either climber slips by the exit while it's locked. This took a few times to get right. Great job with this level! :)
Twitchy 19 - One at a time Almost a breather here as well, with the only hard part figuring out how to release a lemming one at a time to platform up each subsequent gap after the previous one gets killed by a trap. Finished with a builder leftover though ;)
Twitchy 20 - Dangit Harold! Nice not so hard and not so stressful level as there's only 1 lemming here. I don't like how visually it looks like the flamethrower at the start will kill the lemming, but I understand why this is necessary, as otherwise you can simply build and then mine into the steel to turn him around and then the level's already done. My other nitpick here is that to get through the terrain at the bottom middle looks to be very tight and fiddly. I would probably expand the area of the destructible terrain there so that it's not as difficult to get to it and to get by it.
Twitchy 21 - Puzzles within puzzles Nice level, with the only hard part being how to keep everyone safe at the start and how to isolate three lemmings who will compress to get one lemming past both traps at the bottom. Once you're successful here, the rest is somewhat easy.
Twitchy 22 - Pit of panic Repeat of Twitchy 6 but this time the entrance and splitter are at the bottom. There's no fooling me this time, as since the solution is nearly identical to the original, it was a far faster solve ;)
Twitchy 23 - Do more than just dig! Repeat of the nuke level but this time it has a time limit which absolutely enforces the multitasking in order to save enough time to finish in time. I forgot to dig with the lemming at the bottom, but I still managed to finish on time. I later realized that you just need to send 7 workers rather than 8.
Twitchy 24 - Square wave Somewhat hard level, with some red herring paths that look they might work but don't. In particular, building to get across inside the first pit at the bottom. Instead, the answer is to build at the top to get across, using two stackers to extend horizontally for the final few reaching steps. Easier said than done, as this needs to be timed just right. Great level, though.
Twitchy 25 - Dive on in Very hard level that took me a long time before I got it solved. Getting both traps was very hard to figure out. Before I realized the easy solution of just building over the first trap, I kept trying a lot of what I thought would be fiddly to get past the first one and to try and get a glider to go over the top, only to have him get killed by the second trap in most attempts. Overall, the solution is very hard to figure out here. It's definitely worthy of this position near the end of the rank.
Twitchy 26 - Operation: Super Rescue Great level involving figuring out how to rescue the triathlete and keeping everyone safe while the specialist goes on to disarm the traps. Definitely a favorite of mine here ;)
Twitchy 27 - Castle in the woods Somewhat hard level, although most of the attempts I had the level solved but then the athlete gave me a lot of trouble as he would get stuck after reverse mining to get the others up to the exit. Figuring out the solution isn't easy, especially with how to keep everyone safe at the start while a worker goes on to prepare the route and collect the glider pickups, as well as how to get everyone down safely. Skills are quite tight here too. The very fiddly terrain of the top of the tree complicates matters further.
Twitchy 28 - Legion Not as hard as I thought, though the hardest part was figuring out how to get the button and then to get the Milla back up again to platform over the second gap. Then it's just a matter of getting the Millas as tightly grouped as you can so each trap kills 1 only.
Twitchy 29 - Frozen factory Huge level that looks intimidating and difficult, but it's not too hard. Another favorite of mine, where I especially like how the worker goes to multiple areas of the level to collect the pickups and figuring out how to get him back out later to take the same route as the others. Well done here! :thumbsup:
Twitchy 30 - A quick performance The only hard part here is finishing on time but is quite a nice one. I feel awesome I one-shot the level :laugh:
Twitchy 31 - CATS! Repeat level except the exit is now at the top left corner and is just one entrance this time and located at the bottom right. The main challenge was keeping the climber safe and also pushing both buttons while being able to rescue him later on, as everyone needs to be saved. Definitely looks hard and intimidating due to all the cat traps, but it's luckily not too hard and tight on resources.
Twitchy 32 - Take me to the future To finish off the rank is a rank finisher that's definitely harder than either of the previous two. There are some areas here that are hard to figure out. In particular, releasing the crowd at the end and getting the top button. The save requirement looks lenient, but the losses add up very quick here but still isn't super tight. Nice level to end the rank on.