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Messages - 92Dexter11

#1
In Development / Re: Random level sharing topic!
December 05, 2025, 04:19:50 PM
QuoteHey 92Dexter11! I haven't checked your replay yet, but from what he said, I probably got the same solution as kaywhyn. I'll be interested to see what you use the additional builder for, as I also had one spare! Replay attached.

This was a neat idea! Took a bit of working out, like your Cause and Infect level, despite the relatively small skillset :)

That is indeed the correct solution, well done!  :thumbsup:

Spoiler
The extra builder is just a spare, as the terrain can be a bit awkward. It isn't relevant to the solution.

QuoteI'm definitely a fan of portals!

Me too!  :)
#2
NeoLemmix Levels / Re: Lock and Key [Difficulty: Hard]
November 25, 2025, 03:41:43 PM
Hi Kaywhyn!

Thank you for another fantastic lets play of my pack. Once again, watching you attempt to solve each levels was a joy to watch!

You mentioned that some levels are too easy/difficult for their position in the pack, which I completely agree with, however this discrepancy is an intentional design decision.

I've always had a bad track record of not being able to gauge the difficulty of a level, and this pack, being narrative driven, presented a problem. Each level tells another part of the story, but is also intended to have continuity from the previous level (i.e., skills are meant to 'carry over' from previous levels - if Lock ends one level as a climber, he will start as a pre-assigned climber in the next level, and so on).
There's also intended to be tileset continuity to give the impression of a journey i.e., Autumn -> Autumn/Jade -> Jade -> Jade/Circuit -> Circuit -> Circuit/Lush and so on (The only exception to this is New Leaves/Epilogue, as I felt having the last two levels be a mirror of the first two was more narratively satisfying.)
There's also a third, more symbolic reason for the level's position, but I'll leave that for people to figure out.  ;)

For these reasons, shuffling levels around would be impossible as it would break the continuity. As a result, I deliberately designed each level to be of variable and inconsistent difficulty (except Epilogue which I wanted to be the hardest level of the pack :devil:). While the levels do escalate in difficulty as you solve the pack, there are intended to be several easy levels to act as a break (This Erosion, Hanging Gardens and Silver Mines were all intended to be relatively easy for their position).

Thank you for letting me know about noticability/precision issues for a few levels, I've released an update for the pack.

Spoiler
Prologue - Nice solve! This actually isn't the intended solution, however I do not consider it to be a backroute as all skills are used.

Maverick - Intended solution, great job! :thumbsup:

This Erosion - Nice work. Fun fact - this level is actually a holdover from Lemrunner - originally there was going to be a jungle level with the same name and layout as a reference to ONML, but was cut as I felt it didn't fit the vibe at the time.

Building Fencing - Great work! This one was especially rewarding to watch you solve. This was one of the last levels I made for the pack and was honestly intended as a filler level. The original version used miners instead of fencers, and was much much easier. I felt as though I had already made so many miner levels and very few fencing levels, so it was completely remade and became significantly harder. I'm quite surprised with how well it turned out and it's since become one of the levels I'm most proud of. Also, this level does have a locked exit, but now that I think about it, the button is completely superfluous. It's right next to the skill asigner that you need to pass through anyway, so removing the button wouldn't really change the level in any way. :forehead:

Autopilot - This solution is actually not intended. However I do not consider it a backroute for two main reasons. 1 - it still is in the 'spirit' of the intended solution (building a bridge and digging down to avoid the trap). 2 - it is more convoluted than the intended solution, so I don't really feel the need to modify the terrain. Great work for finding this!

Bugs in the System - Backrouted. This will need fixing. Good work!

The Split - Another backroute. Fortunately, this seems like a relatively simple fix. Good job once again!

Hanging Gardens - Nice solution! I love the builder/shimmier trick because it's so satisfying to watch. I can never resist making a level which utilises it.

Top of the Ladder - Another solution which was extremely rewarding to watch you solve! The idea for this one actually came from my brother - when I first told him I was making a new pack, he sent me a very simple level concept which utilised a slightly different version of the digger/platformer trick which I played around with and modified into this level. :thumbsup:

Pillarist - Yet another one that I enjoyed watching. This was the first level I made for the pack and another one I'm very proud of. Well done :thumbsup:

Blockhead - Great work! This one's always tricky due to the tight timing.

Undertow - Another great job on this one. My brother also commented that this level was similar to the LemRunner level when I first showed it to him, and that did not occur to me when I was making it.  :D
(Another fun fact - the four big stalactites in this level point to where Lock must start building to make the jumps easier)
Also, whoops! My name has a typo in the author of this level.

Drowned Rat - A level with an open-ended solution. I always enjoy watching what people come up with for this one, since like you said, it's not obvious at all where the builders need to go. ;)

Bell Toll - Another level with an open-ended solution. Nice one. :thumbsup:

Diving Chamber - Differs heavily from the intended solution, but is not a backroute. (I have different criteria for each level for what I consider to be a backroute. For this one, the intended solution is that the player must trap the neutral lemming inside the 'airlock', then free him later, which is what you do here. Good job! :thumbsup:

Disjoint Disunion - Another nice solution. :thumbsup:

Babel - This is a huge backroute, but fortunately it seems easy to fix. I agree that the neutralizer towards the end isn't clear enough, I'll replace it with a big one in a better location. The whole point of that neutraliser is to make it so you can't bypass the trap, but you managed to do that anyway! Great work, it seems I massively underestimated you! :thumbsup:

No Looking Back - Another one which was very fun to watch you figure out, great job! This was also one of the very last levels made for the pack, as I was struggling to come up with decent solution that utilised the disarmer. :thumbsup:

Silver Mines - Nice solution. Sorry about the precision! The distances in this one were precisely placed in order to fix an old backroute, however I'm not sure if that backroute still exists due to having the starting platform slighltly raised. I'm reluctant to change the terrain too much as this might ruin existing replays, but I'll try and add some context clues to make it more obvious/easier to build/jump, like a slightly elevated platform at the start. :thumbsup:

Daybreak - Thank you! Another one that I'm hugely proud of and one that was fun to watch! :D

New Leaves - This, along with epilogue were both intended to be super tricky. The precision needed for the jumper/shimmier was originally more lenient, but it made the solution too obvious, so I changed it to make it harder. I'll have a look to see if I can make it slightly easier, but make no promises. Great solution! :thumbsup:

Epilogue - Backrouted! Damn, I thought for sure this one was completely airtight. Fortunately, it seems like an easy fix. Well done for finding it! :thumbsup:

Thanks again for your thoughtful words and fun playthrough! :thumbsup:

I've updated the OP with modifications and fixes to the backroutes. See the OP for list of all changes.

#3
Quote from: Swerdis on October 19, 2025, 11:42:40 AMHaving completed Fiat Lem!, I decided to play Lemmings Faithful next. Kaywhyn recommended this pack to me, especially because of the great-looking new tilesets. He also told me, this pack would be relatively easy - unless I'd go for the talismans. I usually avoid this, but will make an exception in this case. Which is not a dogma: If i can't find a talisman-solution, I will consider the normal solution valid. We will see...

Some very nice solutions here, it's always a pleasure to see someone do a YouTube playthrough! Looking forward to seeing the rest. :thumbsup:
Good luck!
#4
NeoLemmix Levels / Re: Lock and Key [Difficulty: Hard]
September 16, 2025, 01:14:22 PM
Quote from: namida on September 14, 2025, 11:11:45 PMI didn't play through it, but looking at the description and screenshots: I'd actually say "every level revolves around a locked exit" is the more "gimmicky" thing here than the one lemming. However, I'll also stress that in this case, I don't mean "gimmicky" in a bad way - it's a perfectly valid, fair and (in and of itself) non-frustrating style of level design, the only thing "unusual" is it showing up in every level of the pack.

Yeah, that makes sense. :thumbsup: I really like using buttons/locked exits in my levels because they're really good at enforcing specific solutions and preventing backroutes. I think they might be my favourite design element so I tend to overuse them :D

To be honest, having only locked exits wasn't a hard-and-fast rule for me when designing each level (there's a level in the pack which doesn't have a locked exit). Either way, having locked exits does make sense in this pack for thematic reasons.
#5
NeoLemmix Levels / Re: Lock and Key [Difficulty: Hard]
September 10, 2025, 12:23:02 PM
Quote from: Armani on September 10, 2025, 06:59:53 AMThis time, this should be intended  :thumbsup: (plus a similar but backroute-ish alternative solution ;P )
Both solutions are valid! :thumbsup:
#6
NeoLemmix Levels / Re: Lock and Key [Difficulty: Hard]
September 09, 2025, 08:01:34 PM
Quote from: Armani on September 09, 2025, 10:24:53 AMresolved updated 3 levels  8-)
These look mostly intended, except for autopilot level ???

You are indeed correct, well done! :thumbsup:

I have updated 'Autopilot' once again, adding steel. Hopefully this will finally fix it! :forehead: (As before, intended replays should be unaffected)
#7
NeoLemmix Levels / Re: Lock and Key [Difficulty: Hard]
September 08, 2025, 05:13:45 PM
Quote from: Guigui on September 08, 2025, 01:55:15 PMHum, making real slow progress as I could clear levels 1,2,3. Will call it achievement of the day !

Level 4 has me stuck for now : cannot access the upper part yet, and actually not sure what the twirling DNA shaped thing is ?
Clearview mode shows me a much needed floater pickup, but is unclear about the twirling DNA thing.
Very nice solutions, well done! :thumbsup:

The swirling DNA thing is:
Spoiler
a skill adder, it will change any lemming that passes through it into that skill.
#8
NeoLemmix Levels / Re: Lock and Key [Difficulty: Hard]
September 07, 2025, 01:10:11 PM
Quote from: Armani on September 07, 2025, 10:38:05 AMHere're my solutions. I guess I backrouted two or three levels.
This pack really shows how much puzzle potential the new objects can provide. :thumbsup:

Thank you and nicely done! :thumbsup: All of your solutions are intended, but with a few exceptions:

Spoiler
Autopilot - This is a similar backroute to what IchoTolot discovered. I thought for sure I fixed that!  :forehead:
Diving Chamber - Very creative solution! I hadn't considered using the gaps in the right side of the level to turn the Lemming around. This has been changed in the latest patch.
Epilogue - WOW! :lem-mindblown: This solution is extremely creative! Unfortunately, I do consider it to be a backroute.

Thank you for discovering these routes!

I have updated the pack again with changes to those levels. The intended replays, as well as the replays by IchoTolot are unaffected. :thumbsup:
#9
NeoLemmix Levels / Re: Lock and Key [Difficulty: Hard]
September 06, 2025, 08:36:56 PM
:lem-mindblown: That was quick!

Spoiler
All of the new replays are the intended solution! :thumbsup:
#10
NeoLemmix Levels / Re: Lock and Key [Difficulty: Hard]
September 06, 2025, 06:17:52 PM
Just posting here to let everyone know about the update to a few levels. These changes may break existing replays, especially for the level 'Diving Chamber'. See above for more details. Special thanks to IchoTolot for finding these backroutes! :thumbsup:
#11
NeoLemmix Levels / Re: Lock and Key [Difficulty: Hard]
September 06, 2025, 12:31:40 AM
Quote from: Guigui on September 02, 2025, 09:53:00 PMI did try the first 2 levels, could not solve them  :crylaugh:
I love the setting and the mood though, lots of attention went into details for everything. Will try to give the pack more time when possible.

Thank you and good luck! :thumbsup:


Quote from: IchoTolot on September 05, 2025, 02:31:06 PMI played through the pack and I am really impressed about the variety and quality of 1-lemming puzzles in here (even if there are some neutral/zombies/cloners here and there)!  :thumbsup:

A couple of solutions seem slightly backrouty, but that's up to you to decide.  ;)

Difficulty wise I would say it is slightly easier than Lem Runner, but not by much. Still a hard pack for sure!

I attached my solutions.  :)

I'm impressed that you managed to solve them so quickly, well done! :thumbsup:
Most of your solutions are intended, but there are a few backroutes:

Spoiler
00 Prologue - Backrouted... I may need to rework this one
01 Maverick - Differs from main solution, but uses all skills, so I consider it valid :thumbsup:
02 This Erosion - This one doesn't really have a set solution :thumbsup:
03 Building, Fencing - Intended solution :thumbsup:
04 Autopilot - Backrouted, but the backroute is very impressive! Fortunately this one seems relatively easy to fix.
05 Bugs in the system - Intended solution :thumbsup:
06 The Split - Intended solution
07 Hanging Gardens - Intended solution
08 Top of the Ladder - Intended solution
09 Pillarist - Intended solution
10 Blockhead - Has no set solution, any route is valid :thumbsup:
11 Undertow - Backrouted! Fortunately, this one also seems like an easy fix.
12 Drowned Rat - Has no set solution, any route is valid
13 Bell Toll - Has no set solution, any route is valid
14 Diving Chamber - Major backroute - the level will need a complete rework :crylaugh:
15 Disjoint Disunion - Differs from main solution, but uses all skills, so I consider it valid :thumbsup:
16 Babel - Very impressive solution! Differs slightly from intended solution, but not enough for me to consider it a backroute. :thumbsup:
17 No Turning Back - Intended solution
18 Silver Mines - Intended solution
19 Daybreak - Intended solution
20 New Leaves - Intended solution
21 Epilogue - Intended solution


I'll get to work on a fix for a few of the levels :thumbsup:
#12
NeoLemmix Levels / Lock and Key [Difficulty: Hard]
August 08, 2025, 05:45:17 PM
Hey everyone!

I've created a level pack for NeoLemmix. It's called Lock and Key.




It has a single rank with 22 levels. It is quite difficult in my opinion, on par with LemRunner, if not harder. I would not recommend it for beginners.
Each level varies in difficulty, but all are quite tricky.

The pack is gimmick-y, in the sense that every level starts with only a single lemming, and has a save requirement of one. I do feel as though each level is quite varied and distinct from one another, however.

This level pack is more narrative driven. It tells a story using the preview and postview texts. As such, I recommend playing each level in order if you want to experience the story.

The story is somewhat serious, and is loosely based off of my own struggles with mental health.
It's not a huge downer, as I tried to keep it as light as possible, but it probably won't be suitable for everyone since it does have themes of isolation and abandonment.
As such, if you don't feel like engaging with the story, that's totally fine. :thumbsup:

The story text doesn't really impact or spoil the pack's gameplay all that much, so feel free to skip the texts if you aren't interested in the story, or if it's not doing anything for you.

The pack requires the graphics for 'Lemmings Faithful', as well as 'Let's Go More Faithful', so make sure you have the latest versions downloaded if you haven't done so already:
https://www.lemmingsforums.net/index.php?topic=6713.0
https://www.lemmingsforums.net/index.php?topic=7026.0


Here are some screenshots:
Spoiler






The pack uses custom UI/menu graphics, hence the large file size.

It also utilises music from various games, or licensed under creative commons: (Reveal spoiler for full credits)

Spoiler
The following songs are credited to Chris Zabriskie:
'CGI Snake' and 'Oxygen Garden' from the album 'Divider'

'Thanks for Trying to Rescue Me But You've Made Things Worse' from the album 'Angie's Sunday Service'
'An Extraordinary Camera Was Custom Built and Used Only Once' from the album 'Abandon Babylon'

Licensed under Creative Commons: By Attribution 3.0
https://creativecommons.org/licenses/by/3.0/
If you enjoy his work, please consider supporting him by purchasing his albums:
https://chriszabriskie.com/index.html
https://chriszabriskie.bandcamp.com/

The following songs are credited to Kevin Macleod:
"Thunderbird"
"Equatorial Complex"
Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/
https://incompetech.com/

Additional credits:
'Rain and Surf' and 'Oriental' by Bjørn Lynne, from the games 'Worms Armageddon' and 'Worms World Party', respectively.
'Cobash' and 'Hengist' by Robert L. Euvino from the game 'Space Colony'.
'Hell3' by Tim Folin and Bjørn Lynne, from the PSP version of 'Lemmings'.

(A copy of these credits, 'credits.txt' is also available in the pack itself, both in the 'level' folder and the 'music' folder)

I'd also like to give special thanks to my brother, tan x dx, for assisting me with the story.

This pack took me a long time to make, and was very rewarding to do so.

I hope you enjoy it, and I look forward to all the inevitable backroutes that the NL community will undoubtedly find! :thumbsup:

Let me know what you think, or if there are any problems.

Thank you all, and I hope you enjoy! :thumbsup:


Link to the level pack:
https://www.dropbox.com/scl/fi/ou3bb0rp5tradu5pi4mln/LockAndKey_V3.zip?rlkey=yyxwtesudv2flwci8dydjrsih&st=fmqfzm7l&dl=1

Link to the replay solutions:
https://www.dropbox.com/scl/fi/zf6wfclerw9ke16i5o5bm/LockAndKey_ReplayV2_1.zip?rlkey=op5jaric2kf77qnwbvpc1zs0x&st=vla6axli&dl=1


UPDATE - V1.1
- Added success.ogg and failure.ogg for level completion with jingles enabled
UPDATE - V2.1
Modified the following levels:
"Prologue" - Added steel to fix a backroute
"Autopilot" - Added two traps and some steel, repositioned wires to fix a backroute
"Undertow" - Repositioned terrain and removed an underwater staircase that led to a backroute
"Diving Chamber" - Reworked level slightly, recorded a new replay
"Epilogue" - Added steel to match the changes made to "prologue"
UPDATE - V2.2
Modified the following levels:
"Autopilot" - Repositioned the left trap to be higher, and added more wires to (hopefully) fix a backroute
"Diving Chamber" - Filled in some gaps on the right side of the level to prevent a lemming from being turned around
"Epilogue" - Added a slight crack in a brick to fix a backroute
UPDATE - V2.3
Added steel to "Autopilot" to hopefully fix a backroute. (For real this time!)
UPDATE - V3
"Bugs in the System" - Made wires more dangerous to prevent a backroute
"The Split"- Added more metal and flattened a wall to prevent a backroute
"Undertow"- Fixed a typo in author credit; level unchanged
"Babel"- Repositioned the pipes/splatpad near the exit to prevent a backroute, made the neutraliser more obvious
"Silver Mines - Added a slight elevation near the start to make the intended solution slightly more lenient, and added an extra hang as a clue/guideline (Tested with each replay; Kaywhyn's replay is broken by this, but everyone else's seems fine)
"New Leaves" - Added some new leaves for New Leaves in order to make one of the jumps more forgiving
"Epilogue" - added some extra metal to prevent a backroute, and made the existing metal less overgrown to make it more noticeable (also made equivalent changes for prologue)

These changes shouldn't affect intended replays unless otherwise stated, let me know if there are any problems :thumbsup:
#13
In Development / Re: Random level sharing topic!
June 22, 2025, 04:55:40 PM
QuoteHello tan x and Dexter,

I've played and solved your guys' new level. Replay attached. It's essentially the intended solution but I did better by saving a builder ;) Nice level nevertheless! :thumbsup:

Nice work and thanks! :thumbsup:
#14
In Development / Re: Random level sharing topic!
June 21, 2025, 02:36:41 PM
Hey all,

My brother and I came up with a fun concept which we developed into a level.

It's for NeoLemmix, and requires the 'Hoard' tileset from Lemmings Faithful.

Solution is also attached as a separate file.

Let us know what you think!  :thumbsup:
#15
Hey all, another update for circuit style! See the OP for details.

If you don't want to download all the other styles again, you can just download the updates to dex_circuit as a standalone, attached to this reply.

Let me know if there are any issues!  :thumbsup: