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Messages - Swerdis

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In Development / Re: Random level sharing topic!
« on: September 12, 2020, 12:12:57 am »
Yes, these must be considered backroutes though you got the basic concepts right. But the execution should be a little bit different, so I have to make some changes again. Thanks for playing.

In Development / Re: Random level sharing topic!
« on: September 11, 2020, 10:04:21 pm »
Updated versions of the two levels for those who are interested.

In Development / Re: Random level sharing topic!
« on: September 09, 2020, 07:53:35 pm »
Thanks for playing them. Both levels are not meant to be solved like that - but that's why it's good someone playtests them.

In Development / Re: Random level sharing topic!
« on: September 09, 2020, 04:19:47 pm »

To revive this thread a little bit, here are two levels of my upcoming, first level pack which will involve 80 levels. About 60 are done so far, but I didn't announce it yet because I'm still looking for a title. I hope for feedback, so I can eliminate all backroutes :-)



NeoLemmix Levels / Re: [NeoLemmix] SubLems
« on: August 21, 2020, 10:56:24 pm »
Swerdis found a plethora of backroutes I need to seal, so I'll see if you found any others.

I'm excited to see how many and which backroutes will remain in the pack and make it into talismans :-) I'm still stuck at Hellish 18 at the moment and I want you to know that I didn't capitulate just because I don't make progress on my youtube-channel at the moment :-) I comfort myself by slowly advancing in SEB Lems.

Lemmings Main / Re: Thanks!
« on: August 15, 2020, 08:18:08 pm »
Welcome to the forums, Stretchie :-)

NeoLemmix Levels / Re: [NeoLemmix] SubLems
« on: July 28, 2020, 03:14:44 am »
Hey Arty,

playing through your SubLems pack at the moment, I finished the Insane rank recently and I thought I give you some feedback. I will restrict myself on the levels of that rank. Generally said, I enjoy this pack pretty much so far. The learning curve isn't too steep and the difficulty, at least to this point, moderate. Not many levels caused me real problems. Moreover, I absolutely love the fact that every level got it's own music. I didn't like all of the tunes, though, but that's normal.

1. Things are heating up!

No problems here at all since I used the same solution as in its predecessor. I don't know if this is really intended.

2. Ice cream dream

This is a great level! One that could well be a major obstacle for a novice player. I also had to think a little about it, especially how to do all the things necessary in the right order.

3. Lemmings about town

Though it was clear from the beginning that climbers play a major role here, this was not an easy one. I especially liked the way how to turn the Lemmings in the end, preventing them from climbing the steel wall.

4. Polly Pimple

The 50 climbers didn't fool me. A very nice one that didn't take me too much time. Which was a good thing since my wife found the music in this level very annoying ;)

5. Mini level marathon

I am not the biggest fan of taking the original levels as basis for new ones, nor do I like disjunct unions. So this one was not a level for ME - but I give you credit for forcing the player to rethink the original solutions - because, by using them, this level can not be solved.

6. Block-O-Tron mark II

A very short one. I don't know if this works really well as an one-of-each-skill-level since I only used half of the skills available. But maybe it's a backroute (I'm not so sure, though)

7. The Greater Lemming Caper

A very nice variation of the original concept. One of my favourites of this rank, though not particularly tough to beat.

8. BridgeWorks

Another favourite of mine. It was a bit fiddly to work this out, but then it went surprisingly well. Some "inside knowledge" about the Neolemmix mechanics is necessary here - this level could very well be big roadblock for untrained players.

9. Next stop... Lemming penthouse

While I'm not a big fan of time limits, it's absolutely appropriate in this level since it's part of the puzzle. I personally like levels like this one - when several Lemmings have to prepare the path for others simultaneously by doing different things. The first NeoLemmix packs I ever played - Namidas Lemmings Plus I and II - contained these "No Time to Die"- Levels which worked in a similar way. That's what I felt remembered here.

10. Failure after failure...

That's a very good level as well. I like the way the miners have to be used here - the solution was pretty funny. I also like the title of this level!

11. Crazy Christmas Crossing

This one took me a while. Not because the solution was so hard to find - but because of the pixel precision necessary here. Nice concept!

12. Play it like a flute!

At least for me, this was one of the hardest levels of this rank. Maybe that's because it's not a type of level I'm particularly good at - symmetrical stuff with lots of hatches. In the end I found a solution. But I can imagine there are more than this one. Again, a very nice title! (I like good level names)

13.  The best-laid plans

The return of the mice :) In my first attempts, I tried a lot of pointless stuff here. Then I realized that this level should be solved in a straightforward way and that it was actually designed around timing. So I just had to find out the best moment to release the crowd - to make them land safely in the digger's hole in the end.

14. Firewall of fame

My intuitive first decision to bash all the way through at the bottom turned out to be right.

15. Blame it on the chain

At first I had no clue at all how to save this level - it seemed pretty impossible to me. I tried it to the left exit, to the right exit and to the central exit form the left side with no success at all. But then, as you can see from the video, I found a way by not using a climber at all. So I guess I backrouted it unless the climbers are red herrings.

16. Lemmings of the Lost Ark

I already played this level in Lemmings Redux with a different skillset and I found your version easier. Some pixel precision was necessary, though.

17. Farewell, my Lemmings

I guess, every rank needs a breather ;) Nice basic idea (I would never have come up with this), but totally easy to figure out.

18. No time for Lemmings!

When I saw the skillset I knew immediately that I could solve this level - then it took me longer than I thought. This level is a playground for using skills in an unusual manner - stretching bridges, mining upwards and so on - and it gives the player a lot of leeway instead of requiring pure pixel precision. Maybe that's why I like this level very much.

19. Balance Beam Bunker

This level looked pretty awe-inspiring in the beginning, even increased by the music. But then it wasn't that bad. The biggest difficulty was to bring exactly two Lemmings to the other side.  But, after playing so many packs, we know how to trap a crowd by now :)

20. Boss Battle 4: Molten Monster

This monster looks really good. And I like the concept to finish every rank with a Boss Battle. The level itself isn't that great in my opinion - just as the Boss Battle in the previous rank. At least for me, searching hidden exits is not fun - but I know that this is a matter of taste.

The hardest level in your pack for me so far ist still "A matter of traps" in the chaotic rank. But I think this will change when I play the final rank which will happen soon. I'll give feedback then. Thanks for the pack, I enjoy it.

Bye, Swerdis.

All solutions can be found here:

Hey WillLem,

thanks for your reply. I think I will download the missing piece to play the remaining level. No, it was by no means intended to use the regular Lemmings music. To be honest, I almost can't listen to it anymore and I'm happy for every pack that doesn't use it. But for some reason, I didn't get your music working - which is strange, since I never had those problems with any other pack. Yesterday I started SubLems - not to confuse with SEBLems :-) - and among the greatest things of that pack is the unique music that EVERY level has. I'm actually very music-sensitive - and a bad tune can almost ruin an entire level for me :-)

Greetings, Swerdis.

Hello WillLem,

I am happy to say that I finally finished your Lemminas-pack today. I got stuck in SEB Lems some weeks ago when I decided to start another pack to experience a new sense of achievement (I normally don't play different packs parallel). I thought that your pack might probably be easier than Flopsy's and I was right, but it took me longer than I had thought previously and I had some hard nuts to crack. Regarding individual feedback, I will restrict myself to the Pandemonium-levels. My favourite one from your pack, however, was not part of this rank. That's "Soda Streams" which is a great puzzle and can well be considered a blueprint how to make a fantastic "Three-Lemmings-Level". There was one level in "Sensational" I couldn't play since I missed a graphic piece.

1. Lemmina City Steel Facility

It may be surprising, but this one was the hardest level for me in the entire pack. I wasted a lot of time at the left side, but I always ran out of resources there. This was supported by a tendency that, whenever I spot a piece with one-way-arrows, I feel it must be bashed through. So I was on the wrong track, before I finally found a way to trap the Lemmings at a different place. Great level!

2. Milkshake Party

I now have some more grey hairs on my relatively bald head due to this level which I would consider the third hardest at least of the rank. It's all about how to bring one Lemming down to the bottom and this was not possible without some acrobatic moves. Easily one of the best levels of the entire pack.

3. Nightmare on Lem Street III

"The Great Lemming Caper" was my favourite Level in the original game and I was curious to see what you made out of that. You transformed it to a totally new experience though I can understand why Namida refused to play it. It feels a little flamboyant with 100 Lemmings, 99 RR-Rate, 4 entrances, zombies, teleporters and a locked exit. I am not the biggest fan of such nick-nack though I muss confess that, when I tried to solve it, it worked surprisingly straightforward. Not my favourite level, but that's of course always a matter of taste.

4. Lemgate

This was one of the harder Pandemonium-levels, at least for me. Nice basic concept. What I don't like about this level is, that there is some degree of luck involved here. I spared one walker in the end, but couldn't reproduce the same solution every time.

5. The Cherry Cola Conundrum

This was like a total cakewalk though I think I backrouted this level. I am not sure if's intended to do all the work at the left and the right side with one Lemming only. I still like this level somehow - maybe it's because I appreciate Cherry Cola. It's also the beginning of four very easy levels in a row. But the hammer fell down after this foursome, I can tell you.

6. L-PoP

I didn't go for the talisman here, but after placing a blocker at the right side, I just had to bomb through and watch out for the fall distance. Though I like occasional breathers, this one felt a little TOO easy for the final rank.

7. Falling Forever Part II

Where is part 1? After having understood that these eyes on the left side aren't just pure decoration I could solve this level quite quickly. How to use the cloner here was also quite obvious.

8. Staircase To Nowhere III

This is the second level I feel a bit misplaced in the highest rank. It almost played itself. Of course, it could be made much more difficult by radically reducing the amount of walkers. But from a designers perspective, I can understand that not every level should be made as hard as possible. Just to give the player some leeway.

9. With a Twist of Lemminas Please

Here it is: This level has driven me nuts. I found three totally different ways to save 31 Lemmings, but not 32 Lemmings. Never before, I felt the urgent necessity to transform that stupid Glider into a Floater. One day later, I changed the approach completely and I surprisingly found a way. I'm quite sure, it's not the intended one. Very good level, though.

10. I'll Just Wait Here, Shall I?

Nice idea, but I almost saw the solution immediately. That's because I solved "Tribute to Benny Hill", from Insane Steve's world, my favourite levelpack so far.

11. Mary Poppins' Land II

As one can see from my youtube-video this one took forever, due to pure waiting. Probably I did something wrong - but the solution, which wasn't hard to figure out, worked. Not among my favourites.

12. Erm...

A late highlight of the Lemminas! Though I'm quite experienced in these kind of levels, I had no clue about the approach in the beginning. But then, it dawned on me that it's the stacker which is the key skill here. It's still took a while since this level also demands some timing. Very good work here!

13. Constellations II

I had similar feelings to Pandemonium 3 here, though there were only 4 Lemmings. This level looked extremely fiddly und difficult to solve at first, but turned out be very straightforward. The major problem was where to land with the two Gliders on the left side though they shouldn't turn around.

14. Save Us!

I like this level for it's idea. In my first attempts, I placed the stackers side by side. This trapped some Lemmings - and I hadn't enough bashers to free them. So I decided to place the stacks on each other - which resulted in the talisman.

15. Nothing is Impossible

This is a trick-based level. If you know this trick (like I did) it's incredibly easy, if not, it has the potential to drive people to despair.

16. Rendezvous at the Mountain II

A gorgeous level for its visuals. I was a little shocked when I saw all of these pickup-skills. After giving it a try, I realized that none of them are really required. Since it's also not necessary to work simultaneously from both sides, this level turned out to be fairly easy. Like in the original game and in ONML, the last one is not the hardest - you adhered to this tradition.

I'd like to see more Lemminas one day! Though I most admit that for the moment, I have enough of these pink, purple and pastel shades :-)
All of my solutions can be found on my yt-channel.

Greetings, Swerdis

NeoLemmix Levels / Re: Ron Stard's Rodents
« on: May 27, 2020, 05:05:01 pm »
Yes, you can count on me on that as long as my time allows it. For me, when I try to solve a level, the only thing that counts is the result. I don't shy away from using glitches when it works and I won't watch out for a better solution then. Because it's always up to the creator to prevent that :-)

Do you plan to create a larger pack?

NeoLemmix Levels / Re: Ron Stard's Rodents
« on: May 26, 2020, 05:49:29 pm »

thanks for your detailed feedback. I watched your intended solutions which is always an interesting thing for me. I especially like you solution of Honi Soit. Maybe the intended loss of some Lemmings at the beginning deterred me from trying it this way. And you avoided the trick I used - to make a builder lay a step through a thin obstacle to make the fall safe on the other side. I thought that would be required here.
When I create levels (I didn't make a pack so far, just individual levels that are supposed to form a pack one day) I deal with backroutes depending on the level type. Let's say when a level is built around a specific trick, then figuring out that trick should be a conditio sine qua non for the player - then I want to eradicate every backroute. But there is another set of levels that instead provide a limited set of skills that can be applied anywhere. These levels are not trick-based, but force the player to economize with what he has got available. When I make a level like this, I have already in mind right from the outset that there are (probably) multiple paths possible - ideally none of them should be easy to find. In cases like this, it's not important for me to have exactly one solution - and I would remove backroutes only, if they are absolutely trivial.

NeoLemmix Levels / Re: Ron Stard's Rodents
« on: May 25, 2020, 04:29:04 pm »

NeoLemmix Levels / Re: Ron Stard's Rodents
« on: May 25, 2020, 01:17:06 pm »

since I don't make progress in SEB Lems at the moment, I decided to give another pack a try - and this would be yours. I made it to the end and want to say that I like this little pack. The levels are well designed, yet not too complicated - and though I don't exactly like time-limits, I feel they are appropriate here. I also think that I had an easy deal with some levels only because I am familiar with some tricks that are not known by total novices. That's especially true for "Christmas at Damocles' and "Workers of the World". For me, that hardest level was "Marooned" with a lot of precision required. I especially liked level 9, Honi Soit (what does that mean?). At a first glance I thought this level would be a pain because of the 44 climbers, but then it turned out to be real fun. You seem to like climbers, by the way.

All my solutions can be found on my youtube-channel.

In Development / Re: Random level sharing topic!
« on: April 07, 2020, 11:37:35 am »
Thanks Armani for playing my levels.

You not just backrouted these two levels, you even did it the same way on both :-) These are major backroutes of course, so I eliminated them - which was not difficult. I just removed the blockers in both levels for the price that one of them isn't a two-of-everything level anymore. For the builderless level: Congratulations! There are obivously tons of different solutions here, but I don't consider them backroutes in this case. I could make this level much more difficult by reducing the skills to those really needed - but I think I'll leave it this way. It's more fun. And believe me: I LOVE builderless levels, the builder is the skill I like least of all.

I also found a way to solve your level. Nice one, though I had some skills left. I attached the solution as well as the new versions of my two levels.

In Development / Re: Random level sharing topic!
« on: April 06, 2020, 08:52:29 pm »
Hello folks,

three new levels by me for anyone who is interested. They shouldn't be too hard for the experts, for novices I'm not so sure.

Any feedback would be greatly appreciated.

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