Skills:
8: Stacks & Stones Saved Our Bones: pre-text: "...turn Lemmings around…" is a bit more natural (to me) than "...turn around Lemmings…"
10: Walking on the Cloner Cliffs: Just a comment, it may sound silly, but having never seen cloners before, this level seemed quite a bit more difficult compared to the previous ones, it did my head in a bit initially working out how to make the "maths" work out. But I'm also probably just an idiot...
Objects & Functions:
5: Trap Roulette: "...turn around Lemmings into the direction they are facing." maybe change to: "...turn Lemmings around in the direction of the Field"? Also, I agree with kaywhyn that the converse behaviour should be mentioned (if not demonstrated?) i.e. that lemmings walking through from the other side will keep walking.
Also, forgive my ignorance, but in clear physics mode, is it possible to see which traps are single-use vs. permanent, or is it just a matter of trial and error?
6: Follow the Arrow: I wonder if this level could use a few more interesting situations for OWW's, especially the new ones, for example it doesn't seem like you need to dig at all to solve the level, except if you're just experimenting…?
7: Set Your Priorities Right: Text doesn't all fit on screen (might just be with my particular key bindings, but I haven't extensively customized them, so presumably many others would see this also)! Also, I can't work out how to select a non-skilled lemming, the middle paragraph currently tells me to press <None> which is less than helpful…
15: Highlights with a Safety Net: This is just my own NeoLemmix incompetence, but right-clicking doesn't highlight a lemming for me, I have to control-click, how does one change this?
Basic Training 1:
5: Steely Halls: Just wondering what the point of this level is? I mean there's nothing wrong with it as a level, but it's a bit less ingenious a puzzle than the previous few, and the lack of introductory text for the first time is a bit disconcerting…
6: Central Fear: I guess this level is also slightly confusing? In that you can solve by going either left or right from the entrance, but the leftward route strangely doesn't ues the disarmer? Otherwise, nice level, I assume the point of it is to make you think strategically about which way blockers are facing, and to use walkers to manipulate this?
9: Deepfreeze: I have to say, I find this level a bit tedious…which might be ok if it weren't so obvious what you have to do.
10: PARKOUR: I love jumpers so much. It does seem really weird to me the way they fall straight down immediately at the end of their jump, rather than continuing the arc - I guess more a question about NeoLemmix than one relevant to this pack though, I presume there was much discussion about this behaviour which I have not seen.
11: The Guardian: Super Fun!
Regarding 17: Airdrop Incoming! I should just say that while I didn't find this as hard as mantha seemed to, to a player new to gliders, walkers, and shimmiers (like myself) it definitely isn't immediately obvious how the interaction and the geometry works (similar to my comments on the cloner/walker level in rank 1). Also, if you check my replay, I seem to have solved it without using the gliders in any meaningful way...
Basic Training 2:
1: The Joy of Sorting: This level at first looked super intimidating, and was the reason I put the pack down for a while last time. Once I did play it though, it was apparent that it was not as nasty as it seemed, especially as you gave lots of leeway with the numerous walkers.
2: Hidden Crystalline Temple: I love this tileset, it's so pretty
. I have skills left over though? Unless you're just offering some leeway.
4: Sandy Danger: I have to say, I found this level not that interesting...is there a specific point to it?
6: That Little Extra Help: What was the basher for? I didn't end up using it - if you wanted to demonstrate cancelling a basher with a jumper, then is it worth making it essential for the solution? It just didn't occur to me to utilise this. (I see kaywhyn had the same feedback.)
12: Stepblocked: I had to experiment and stare at this level quite a bit before I worked out where to build, and why exactly it stopped the other lemmings. That's not a bad thing though, great level!
13: The Steepest Slope: Last sentence of pretext needs a bit of grammar, maybe: "just remember the pause [/paws] button and frame-stepping!" or "Just remember that you can pause and frame-step!" or even "You might find pausing and frame-stepping very helpful!".
15: Concentrated Force: Was this meant to be such a tricky timing puzzle? (Replay attached)
17: Double Down!: Hilarious! Again cloners break my brain as a player new to them, but the difficulty I feel is not unwelcome at this point in the pack, and the amount of fun it is to figure out is entirely worth it!
19: Really finicky, not in an entirely enjoyable way, but maybe it's a good time to introduce such things, especially as you've paved the way so nicely for one to pretty quickly realise the solution.
Advanced Training: This is where the levels started to get really fun
1: Stepping up to a Higher Level: Very nice puzzle to start off with!
2: Bending Bashers: In the pre-text: "The two builders need to be placed in
such a way
that the bottom one…" (jinx kaywhyn!)
3: Higher Levels of Wisdom: Instructions slightly confusing, although they made more sense after having solved the level. In particular was a bit unclear about the fencer tunnels not requiring walker cancellation even though the miner ones do. But this is advanced training after all so I guess you don't want to be flat out giving us the answer…
7: Checkerboard Crossing: I'm pretty pleased with this solution, but I seem to have saved 2 more than you specified?
8: Between a Stone and a Hard Place: What is the 2nd floater for? Using one seems like the most economical way to do this trick…
9: Shimmichanga: What is the extra walker for?
14: A Different Kind of Space: Awesome blocker trick! I have to say, took me a long while to figure it out, especially given the lack of intro/hint text. As I mentioned before, obviously you don't want to give everything away at this point in the pack, and of course it follows on directly from the previous level in terms of continuing skills through teleporters, but as it is this level was the first (and only) really annoying roadblock for me. This could just be my idiosyncracy, but maybe it's worth considering adding a very veiled hint as to which direction the solution is in some pre-text?
Also, how's the rest of my solution? I seem to have quite a few skills left over…
15: Welcome to the Crystal Maze!: Last sentence of pre-text should be (?): "This sounds more complicated
than it is…" (not "as it is").
19: The Fiddler 2: I found this level really annoying (that's nothing you should worry about though), obviously given the title, it's meant to be fiddly, but the main thing I was missing was that finding the precise basher stroke you stop him on is the key to the puzzle. Maybe it's worth hinting at this a little more specifically? I don't know though, this late in the pack people really should be thinking for themselves, and it didn't stump me for as long as "A Different Kind of Space".
21: Victory Lap: Amazing little puzzle! Maybe some congratulations text would be appropriate?