Hi Dr. Slater
Welcome to the forums! I finished solving your demo pack. Here are my replays. This is not a bad attempt at a first pack so far.
Thank you for your very thorough and constructive feedback!
You certainly found a few backroutes! For example, I need to extent that fire trap on level 1!
However, there are some peculiarities that I've noticed. For example, the color of the builder bricks don't match what they're normally for a tileset. On all levels, they all default to a dark brown-greyish color and anytime a lemming lays down a brick it's a purple-pinkish kind of color.
Was wondering about this as well - I believed I had accidentally changed some game settings. (But Proxima's explanation makes perfect sense).
Whereas for the 8 levels you currently have, definitely some great ideas/puzzles here. This demo seems to indicate that you are aware of the standard of not having time limits on levels unless they're to block backroutes. I certainly don't mind time limits, as I'm kind of a traditionalist when it comes to the game, as well as how I love numbers/math. However, there's absolutely no reason for them on the first 3 levels, especially since the RRs are locked and you're always guaranteed to finish on time.
Actually, all but one level originally had time limits during development. When the RR is locked at 99 I don't think setting a time limit hurts either
(As you can probably guess, "It's Hero Time!" is one of my favorite levels)...
In my opinion, level 5 was the hardest due to the very strict time limit. I kept running out of time on several earlier attempts that would had worked but they unfortunately take several seconds too long.
The intended solution requires pretty tight coordination of the two main trailblazers, as the title implies. I once managed to finish with more than 10 seconds to spare.
Interestingly, I thought level 2 was impossible, but turns out that I didn't go about the level correctly. It's extremely tight on the timing
With the RR being locked, the challenge is just to delay the very first lemming out of the entrance, and to save the pre-placed one. The original purpuse of the miner is actually to make the pre-placed lemming survive the fall by shaving off a few pixels, thus slightly shortening the fall, while the floater is intended to delay the first lemming
I like the concept in level 3, but the execution is very annoying, particularly since the builders have to be pixel precise and on the dot. I would advise widening the spacing between the bars to make it clearer and also to provide some leeway in the skill assignments.
I understand your reasoning, but many of my levels, as well as others I've found in this comunity, rely heavily on features like skill shadows and frame-by-frame steps. It would've been a hopeless level in the original game, but given the nice features of NL it works out fine, IMO.
Among the non-timed levels, level 7 was my favorite It was also a difficult level, and somehow I feel my solution isn't intended, especially since I have a builder leftover.
This too had a pretty tight time limit, which I removed just before posting. For testing purposes I think unlimited time invites more "free-styling", which your solution certainly demonstrates! Originally, the bottom floor was also all-metal, which I now see would've prevented at least one backroute (digging/bashing past the trap, etc).
Finally, I'm almost certain that my solution to level 6 is a backroute, and somehow I feel my solution isn't quite intended in level 8 as well.
Level 6 is definitely a backroute, yes. Clever (and unintended) use of that platformer! Somehow those lemmings feel no pain while bathing their feet in magma... (Should've checked the trigger-zones more carefully)...
Your solution to level 8 is actually basically as intended. I just send two climbers immediately, and the third one shortly thereafter. My method is just more heavy on simultaneous action, that's all
Once again, not a bad attempt at a first level pack and I look forward to seeing the full release of the entire pack in the future This does raise a few questions, though.
How many ranks and how many levels per difficulty are you planning?
What exactly is this pack about? I know you already described a bit of it, but a more detailed description would be nice. It's great that you provided some pics of some levels that are/will be in the pack These certainly help in possibly getting more people to play the pack. For examples, you can look at the level pack release topics on the NL levels board.
I still haven't decided all that, TBH. That depends on how many new ideas I can come up with. This community seems like the perfect source of inspiration, and I'll certainly look into some other packs and discussions.
Thank you again for a very constructive reply!