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Messages - David

#1
QuoteI've now went ahead and recorded videos of your intended solutions to the three levels.
Thanks kaywhyn! :thumbsup:

Spoiler
About The pillars of success, you notice:
QuoteI would go further and say it's quite deceptively difficult despite the very minimal skillset. (...) That cancelling the digger with a miner can be really hard to pull off and even might be one that some aren't aware of, so that alone already increases the difficulty a lot!
Yes, you had to find a way to do a U-turn. And I haven't seen this trick often in other levels/packs. So, I agree, it can be considered not obvious. :P Moreover, at first glance, we don't know which path to take to reach the exit while activating the three buttons.

QuoteIt's very easy to fall into this trap as a designer of underestimating/overestimating the difficulty of one's levels.
You're absolutely right. It's very difficult to judge the difficulty of your levels yourself. Like you, I often tend to underestimate it. So, The pillars of success level is probably not easy. I mistakenly thought it was the easiest of the three and wouldn't be a problem for experienced players. :forehead:

To go further, I think there was another difficulty here: these three levels are not part of a pack (where the difficulty of the levels is indicated and where they are classified by increasing difficulty), it's therefore not obvious to know in advance if there are easy or not; in short, we don't know what to expect! :) Anyway, what matters is to find a solution, even if it isn't the one intended. So congratulations to you! :thumbsup:
#2
Hi kaywhyn,

QuoteI tried to @ your YT channel with my videos, but it doesn't seem to work, I think because of how your channel doesn't have that many subs at the moment.
Yes, no doubt! ;P

I'm attaching my replays here: for all three levels, your solutions are (much) more difficult than the ones I had intended. Well done anyway. :thumbsup:

Spoiler
The pillars of success: This level is not hard. ;) You could just cancel the miner by turning it into a fencer! Your solution works well, but it's very difficult to execute.

First steps: I made sure the lemming had plenty of time to build a bridge before the blocker was released. Your solution is interesting, but perilous. :evil:

Magical arches: I like your solution; you managed to save a basher. But I think the intended solution is easier!

Thank you kaywhyn for playing these levels and providing such detailed feedback. It's always nice to read your comments and look at your solutions. :thumbsup:
#3
Thanks IchoTolot. I fixed the issue! :thumbsup:
#4
Hi IchoTolot,

I watched all your replays. All your solutions are intended. No backroutes or alternate routes. Well done!  :thumbsup:

QuoteThere were a few instances though that were a bit needlessly precise: It was often not the amount of precision, but rather situations that do not need to be frustratingly precise to still translate the same level idea
Yes, you're right. The levels you mention are unnecessarily difficult to execute. However, for the level 200 metres 17, by leaving more space at the beginning, the level becomes too easy (because you can keep the cloner for later). Moreover, One minute 1 doesn't pose any timing problems with the good distribution of jumpers.

QuoteA ton of levels have the same level-IDs and therefore the replay checker does not work properly!
Thanks IchoTolot! I made the necessary fixes and updated the pack.  :thumbsup:
#5
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Halloween 2023
September 18, 2024, 03:57:45 AM
Hi Armani,

I finally finished your pack.   ;P

Spoiler
Festival 13: Very interesting level!  :thumbsup:  Since I was still missing a platformer, I deduced that it had to be used with the cloner (at the beginning). So I had to stop the crowd with a blocker, and not with a stack. I may have found an alternative solution, since I have one skill left.  ???

Festival 14: Good level, but probably one of the most difficult in the pack. I couldn't figure out how to get two lemmings to the central wall, especially since I thought I would have to save two jumpers to get a lemming to the other side (while only one jumper was needed). The solution is really ingenious.  :thumbsup:

Festival 15: Nice level, but rather easy (compared to the previous two ;) ). I quickly found the solution.
#6
Thank you for your explanations. I'll say it again, there are a lot of excellent puzzles in this pack, and I also learned a few tricks. :thumbsup: I'll look at the intended solutions when I've finished it. If I really can't solve Festival 13, I might ask you for a hint, but I would rather do it without help. ;)

Spoiler
Festival 5:
QuoteFestival5 Catallena - Exactly intended! This level alone is made by my gf.

Congratulations to her, she has talent, because this level is very good: nice use of splitters and shimmier (to go up). :thumbsup:

Funeral 8: I didn't see that you put a copy of your sister's homework in one of your answers. I should have looked first. :-[

Funeral 9: It's a shame you couldn't fix this level. :'(

Funeral 11: Even if you have to be very precise, it's still a nice level and a nice use of the laserer. :thumbsup:
#7
Hi Armani,

Here are my replays of Funeral rank and the first 12 levels of Festival rank. :scared::scared::scared: For now, I'm stuck at level 13 of Festival rank. This pack is really good :thumbsup:, you probably spent a lot of time creating, and refining, each puzzle/level. And it's a good challenge for me. ;)

Festival rank:

Spoiler
Festival 1: Very nice to start with. Not too hard, but not easy either.

Festival 2: Good level too. I quickly understood that a single lemming was going to have to do everything and free those who were prisoners.

Festival 3: One of my favorite levels :thumbsup: where each lemming marks out the path that the other will take. Very interesting. However, it took me a while to find the solution. :P

Festival 4: Not easy at first. Once I saw that you could land on the right of the exit with the glider (using a builder), everything became easier.

Festival 5: Still nice but simpler than the previous ones. I really liked the fact that I had to bash half the length then go through the top and finally go back through the bottom.

Festival 6: Awesome! :thumbsup: One of my favorite levels. I was perplexed by this one for a long time. :forehead: I quickly understood how to get the lemmings from each entrance to their respective exit, but I couldn't coordinate everything. The trick of using the blocker on a stack to turn the shimmier around then using the stoner to create a solid column is absolutely brilliant. :thumbsup:

Festival 7: Good. I didn't find this level particularly difficult. Once I understood how to use the stoner at first, I quickly found the right path.

Festival 8: Very good level. Great idea of ​​not interrupting the infinite fall of a lemming before he can have a parachute. I managed to rescue 17 lemmings, I don't know if this is an alternative solution. ???

Festival 9: Beautiful setting. An interesting level but a little tedious to execute. You have to be very precise. :evil:

Festival 10: Less interesting than the other levels. I wonder if I haven't found an alternative solution, especially since I still have some skills left. ???

Festival 11: Excellent level. :thumbsup: I quickly saw that we had to go through the top to get the pick-up skills and then go back a second time to finish marking the path. Very subtle. :evil: I didn't find it too difficult, but the solution isn't obvious.

Festival 12: I liked this level less, but I'm not sure I found the intended solution, because I had to "fiddle". :D

Funeral rank:

Spoiler
Funeral 1: Very nice. I really liked the trick at the beginning of using a staircase to bring down a shimmier.

Funeral 2: Pleasant and not too complicated. Nice use of the laserer.

Funeral 3: I loved this level. Well done! :thumbsup: It took me a long time to find the right solution.

Funeral 4: Nice. Some subtleties here, like bombing a stoner to make a lemming go down or using the blocker to make it wait. ;P

Funeral 5: One of my favorite levels. Very nice puzzle. :thumbsup:

Funeral 6: Good level. It took me a long time to find the solution. I thought that the steel located to the right of the entrance would prevent the use of the fencer, :evil: and therefore that we would not be able to get the lemmings out of the pit this way.

Funeral 7: Excellent level, one of my favorites. Well done! :thumbsup: He gave me a hard time. It took me a lot of attempts to find the right route. I haven't yet fully mastered using the slider.

Funeral 8: Another one of my favorites. :thumbsup: This is undoubtedly the level that was the most difficult for me (among those I have solved so far). A very beautiful puzzle. When I found the solution, I felt stupid :forehead: for not having found it before, because this level is a logic puzzle that I know well:



You must connect houses 1 to 1, 2 to 2 and 3 to 3 without crossing the lines and without leaving the frame.

Funeral 9: I found this level very easy, even with the talisman. Is this a backroute? :lem-shocked:

Funeral 10: Very good level. It reminds me of Funeral 8 with the zombies blocking the way :evil:. Except that in this level, we have to deviate them.

Funeral 11: I liked this one. In fact, I quickly found the right solution, but since I couldn't implement it, I thought I was wrong. I wasted a lot of time before trying my first idea again. You have to be very (too) precise. :evil::evil:

Funeral 12: Different from other levels and not too difficult. A nice and (almost) relaxing level. ;)

Funeral 13: A good level. Not really difficult, but not easy either. There are some subtleties.

Funeral 14: Excellent! :thumbsup: It took me a while to understand what this shimmier was for. I even unlocked the talisman without noticing. :D Another good use of the laserer, a skill that I have not yet mastered perfectly.

Funeral 15: Excellent level, one of my favorites. Well done! :thumbsup: The climb to the exit is a real headache, I had to try it several times before finding the right method.

If I ever manage to solve Festival 13 and the following levels, I will post my replays here. But I'm not sure I'll be able to finish the pack. :scared::evil:
#8
Hi kaywhyn,

My first pack was a mishmash of everything I had done for years, since discovering Neolemmix. It was a bit messy. :D DavidLems is more accomplished. Since 2020, I have discovered and tried some level packs that have fed my imagination and I have listened a lot to the advice of players (including you) who tested my previous pack; in this pack, the level titles are in english, there are only two levels with a lot of builders, there is no unnecessary time limit, and the objects (unlock button and exit) are generally clearly visible. :P

Thanks for your feedback and for your compliments. I'm very happy that you enjoyed this pack and I didn't think it would be so difficult (for you). Following your LP, which was exciting to watch :thumbsup:, I made little changes to about fifteen levels and swapped a few levels to better flatten the difficulty curve.

Generally, you found the intended solution, but for a few levels, you found an alternative solution (often more complicated).

1) 100 metres rank:

Spoiler
100 metres 1: I didn't think this level was that hard. :lem-shocked: In fact, you have to think about marking the path; the lemmings have to go to the top exit or the bottom exit, without detours. You just have to dig the ground in the right direction, that is to say use the miners to the left after a lemming turns around. It's not necessary to change the RR. So I moved this level to the middle of the rank: I limited the number of lemmings per exit (it will be easier) and I brought the 3 floors closer by one pixel (so that the number of lemmings above the top exit is visible).

100 metres 2: Very good. I could reduce the drop height, but I think it fits well with the spatial spirit.

100 metres 3: Intended solution. Indeed, nothing is practical in the water. But hey, I thought it was funny. :laugh:

100 metres 4: Intended solution.

100 metres 5: Intended solution. I don't know (or don't remember) Insane Steve's World. I don't know if I've seen this trick elsewhere. ??? Where can I find this level?

100 metres 6: Perfect! I made a little change in the scenery (I added a few blocks at the bottom right) to avoid an alternative solution.

100 metres 7: Well done! But there is a better way to coordinate the two builder lemmings.

100 metres 8: Yes, this level is deceptively difficult. You just have to pay attention to the timing.

100 metres 9: Your solution is very close to mine. However, there was a much simpler way to avoid the mosquito (Moskito): you just had to build a bridge with two platforms, which allowed you to keep the jumpers to jump on the statue and come back. Also, Armani found another amazing way to solve this level. :lem-shocked:

100 metres 10: Well done! It could have been easier by using the basher to destroy the stacker wall (and free the crowd) and the palm tree at the same time. In this case, you have to build the bridge connecting the two islands before using the basher (plus, you save a builder).

QuoteI think some in the NL community wouldn't like this due to being a huge builderfest over a very huge water gap even though all of it is done with the lone Lemming on both sides. Could probably be done with a much smaller water gap without the level being too much of a loss  At the same time, this seems to be the only really builder heavy level, and so this would be considered ok !

I understand, but unlike my previous pack, I used few levels with many builders. I think 15 builders for this level is not too excessive. :)

100 metres 11: Expected solution. The trap was to try to clone the basher. But you quickly saw that it couldn't work. I demoted him to the beginning of the rank. ;)

100 metres 12: That wasn't quite the solution I had intended. This level can be solved differently. I fixed the issue by removing a piece of ceiling.

100 metres 13: Well done! It's not quite the same solution as mine, but you used exactly the skills intended to get there.

100 metres 14: Yes, this is the expected solution. There is no real trap.

100 metres 15: Very good! :thumbsup: I'm surprised it took you so long to solve it, because, from the beginning, as you say, you already had all the good ideas and you were very close to the right solution. By the way, I didn't think it was that hard. It's hard to properly assess the difficulty of your own levels. I moved it to the beginning of the 2nd rank.

100 metres 16: Perfect!

100 metres 17: Well done! I didn't think you'd do it so quickly. I made it impossible for each lemming to use its own exit by putting the updrafts (no, it wasn't to fix a backroute, I thought of that before! ;P).

100 metres 18: Well done, but it's a little backroute: your solution is a bit complicated but you managed to save all the lemmings! The intended solution uses the same technique: a builder to make a bridge and access the button, but not in the same way. I fixed the issue by adding a one-way-wall. I put it a little earlier in the rank.

100 metres 19: Well done! :thumbsup: This one wasn't easy. It's a real puzzle: you have to do it step by step.

100 metres 20: Very good!

QuoteIt truly amazes me how many different iterations you can make of this level with 2 climbers, 2 builders, and 2 bashers

I'm amazed too! This shows that you can create a lot of different puzzles with few tiles and few skills. :lemcat:

2) 200 metres rank:

Spoiler
200 metres 1: This level is easier than it looks.

200 metres 2: Little backroute. Solution a little different from mine. You were not far from the intended solution though. I lowered the height of the first table.

200 metres 3: Yes, this level is probably too difficult. Well done! You have to be precise. The intended solution is the one found by Armani. So I won't change the level by moving the exit. Sorry. However, I moved this level to the next rank.

200 metres 4: Perfect!!! Nice alternative solution. :thumbsup: As I already wrote, the intended solution is the one given by Armani. The pickup skill is a red herring.

200 metres 5: After two or three tries, you were very close to the right solution. And then, you tried a lot of different things before finding the trick. Well done! :thumbsup:

Quotebut I would absolutely give myself leeway in being able to reassign the shimmier skill after sliding, as it only does so for about a frame

So I made the solution a bit easier by reducing the precision for digging and building the stairs (you can't make it any simpler!).

200 metres 6: Very good! I moved it to the previous rank.

200 metres 7: That was the intended solution.

QuoteI would probably make it clearer that the glider can get past the needles trap in the middle without dying, like maybe increasing the distance between the walls or something

Yes, you're right: I put smaller traps.

200 metres 8: That was the intended solution. Indeed, I didn't take inspiration from your level, or even from Castle level. I must have seen that trick before, but I don't remember.

200 metres 9: Bravo, that's the intended solution.

QuoteI'm sure there are easier ways to get the disarmer ahead of the others to disable the trap instead of it being tight like in mine, though.

I honestly don't know! :-[

200 metres 10: It's true, it looks like a level from my previous pack. :cute: But I almost removed it, because I don't like it very much: it requires a lot of precision.

QuoteThis is another level where I would reduce the precision, as most of the time the jumper would start gliding and therefore wouldn't be able to hoist himself up onto the large steel block.

That's right. I reduced the height of the large block by two pixels to make the climb more comfortable.

200 metres 11: The use of shimmiers at the beginning seemed very interesting and not very obvious to me. Well done. :thumbsup:

QuoteAh, must be a Marvels fan too. At least I think this is from Superman if I'm not mistaken?

Yes, Krypton is Superman's planet.

200 metres 12: Very good. As in most Queen's palace, the solution is quite obvious, because the're only 6 skills (always the same) and a similar setting. But anyway, I tried to diversify. ;)

200 metres 13: The only difficulty is how to bring two lemmings to the top.

200 metres 14: Bravo! I like this level! :P

200 metres 15: Well done! Indeed, we should invent a "painting" skill! The difficulty of this level is to think about going back and forth so as not to waste skills. The shimmier and the glider are useless.

200 metres 16: Very good. You're right, you have to manage the timing well at the beginning.

200 metres 17: In this level, you have to use the cloner to contain the crowd at the beginning. But normally, you have to clone the glider. I fixed the issue by moving the platform to reach to the right. Additionally, I improved the design a little bit.

QuoteHowever, I still stand by my point that the starting platform is really small to work in to contain the crowd and have the correct number of Lemmings go on to do the route. I personally would make it larger to allow more leg room

I thought about it, but if I made it larger, even just a little, the cloner would no longer be essential at the beginning to contain the crowd and we could use it later to get the unlock button. The level would no longer be interesting. :forehead:

200 metres 18: :thumbsup: The challenge here is to bring back the lemming that went to press the button. As you said, the solution isn't obvious. Glad you enjoyed it and thanks for the congratulations. I moved this level to the next rank.

200 metres 19: Well done! Solution intended.

200 metres 20: Well done. Obvious solution again, I agree.

3) 400 metres rank:

Spoiler
400 metres 1: That's good! But using the other slider skill, you could find a simpler and "cleaner" solution. Armani used another technique: stop the miner with another miner. Sorry you had to destroy Jasmine with miners! :crylaugh:

400 metres 2: The title of the level is the title of a Prince song, that's on purpose. You found the solution quickly, well done!!! I moved this level to the beginning of the previous rank.

400 metres 3: Well done! :thumbsup: It's interesting to see all the attempts you made before finding the right solution. When I created it, I didn't think this level would be so difficult. Moreover, I can't reduce the precision: if I raise the right block or lower the left platform, the shimmier won't be able to come back. I put this level further in the rank.

400 metres 4: Intended solution!

400 metres 5: I wanted to have some fun here... This level isn't my favorite either. :sick: That's why I created another level instead with a similar setting. Additionally, I put it at the end of the previous rank.

400 metres 6: Well done! You were close to the right solution from the beginning. As you say, freeing the blocker is not easy to find. I changed a small element of the setting, which doesn't change anything in the resolution of the level.

400 metres 7: Bravo!

400 metres 8: Little backroute! I blocked the RR at 1.

400 metres 9: Bravo! It's perfect! The beginning is the hardest: you have to isolate – then free – a lemming (which isn't a glider).

400 metres 10: What a convoluted solution! :lem-shocked: The intended solution is much easier! I congratulate you anyway and invite you to look at Armani's solution. I changed a few things to make the level easier to solve: I moved a few blocks and removed a walker.

400 metres 11: Well done, you found the intended solution. I know, it's a pretty tricky level.

400 metres 12: Perfect, as usual!

400 metres 13: I thought this level would be pretty hard. But it's true that the path to take is obvious. I put this level at the beginning of the rank.

400 metres 14: Well done. :thumbsup: In the initial version of the level, there was an extra bomber that was used to free the last blocker, when we were next to the exit. But since I saw Armani use this basher-blocker trick, I removed a bomber skill. To be honest, I didn't know this trick when I created this level (now, I remember seeing it before in another level but I quickly forgot about it). I also find this weird (and counter-intuitive). So I just put the bomber back that I had removed. And I put the level at the beginning of the rank.

400 metres 15: Yes, I put two walkers, but if you find the right timing, you can solve it with a single walker. Your solution is close to the intended solution. It may be easier to use the basher (and not the digger) to cross the block with the radioactivity logo. :)

QuoteBy the way, was this level in any way inspired by my "Don't Stop Shimmying Til You Get Enough"?  Very similar concept, just without one-way force fields 

I didn't take inspiration from a particular level to create this one, or I did it unconsciously.  Can you tell me where I can find your level? I'll be happy to play it. ;)

400 metres 16: I made sure that the perfect timing is easy to find: you just have to set the RR to 99 and make the first two lemmings that arrive at the wall climb. Well done!

400 metres 17: Here I used several tricks involving the shimmier. The level isn't very difficult if you know them, but you have to think carefully about each step. I decided to remove the pick-up skill glider (which is useless): the skill is given from the beginning.

400 metres 18: Like Armani, you made the level very complicated to solve! You used up the skills quickly, and, during the last obstacles, you ended up with very few skills. Well done anyway! To fix the issue, I removed four unnecessary skills and simplified one obstacle.

400 metres 19: Well done ! :thumbsup: This is definitely the most difficult level in the pack. There is an easier method to prevent the blocker from climbing when released: at first, rather than making it climb, simply hover (with the glider) to make it land directly on the block. This way you don't have to be too precise when releasing it. Apart from this detail, you found the intended solution. The other blocker skill isn't useful.

Angkor temple is an archaeological site located in Cambodia : https://en.wikipedia.org/wiki/Angkor_Wat

I had the chance to travel to Vietnam, but I have never visited the Angkor temple in Cambodia: it seems that it's magnificent! :)

400 metres 20: I suspected you would quickly find the solution.

4) One minute rank:

Quotethe rank seems to have been heavily inspired by the One rank of PimoLems, which I know David has played through back around the time he released his first level pack The Lemmings Have Grown

Yes, I used the concept of PimoLems' excellent rank One. ;)

Spoiler
One minute 1: No, you don't have to fiddle! :lem-shocked: The second lemming can reach the first exit using only one jumper (and the first lemming will need 9 jumpers). You wasted time making the second lemming pass the first.

One minute 2: It took you a while to find the solution because you wanted to make the first lemming that came out of the water climb up. :P

One minute 3: Backroute. I extended the distance to the exit.

One minute 4: Intended solution. However, the blocker isn't required.

One minute 5: Good job! :thumbsup: The difficulty is thinking about using the digger.

One minute 6: Nice alternative solution. :D To fix the issue, I limited the number of lemmings per exit (like in Magic Circus).

One minute 7: Perfect! The level looks a lot like a level from my previous pack, but it's not quite the same. And in my first pack, there was no custom music. I improved it a little by changing the left part and I added the blocker skill to have the 8 classic skills.

One minute 8: Great! You don't even have to use the blocker on the locked exit. I agree, this level requires a lot of precision.

One minute 9: Perfect! :thumbsup: I thought you would find the right path more quickly.

One minute 10: Perfect! :thumbsup:

Also thanks to Mobiethian who made a great logo for my pack! :thumbsup:
#9
Thank you for this relevant answer kaywhyn. I really didn't think this pack would be so difficult! Anyway, you and Crane know how to gauge the difficulty of a level better than me. ;) I therefore choose "medium-extreme".
#10
QuoteHonestly, i'd rate some of the "400 metres" levels as "Extreme" difficulty!  I'm having a bit of a playthrough myself after watching kaywhyn's "Let's Play".

Sorry Crane, I didn't see your message. ;) I just asked kaywhyn what he thought. I was thinking of putting medium-very hard, but since he seems to agree with you, I'll probably put medium-extreme. Thank you.

kaywhyn, I will provide detailed feedback soon.
#11
Hi WillLem,

Thank you very much for letting me know. I fixed the issue. :thumbsup:
I'll probably update my pack once kaywhyn has solved all the levels.
#12
Thank you very much Mobiethian. :D I am very happy that you like my level pack. There are some amazing level designers in this forum. I don't think I'm one of them but I've progressed quite a bit since my first pack. ;P
#13
Sorry, I looked too quickly, I hadn't paid attention to the stair step at the exit. :-[ It's a brilliant alternative solution ! :thumbsup:
I really like your LP. ;) Moreover, you made me laugh with your mother's snoring. :D
#14
Hi kaywhyn,

When you have finished my pack, I will update it and provide detailed feedback level by level. :D

I have already started to fix some issues (in about 10 levels). No backroute yet, but you have sometimes found alternative solutions close to the intented solutions. I'm also thinking about swapping levels because, like you said, some are too difficult. :devil:

--> Level 200 meters 4 has a HUGE PROBLEM: the solution you found doesn't work for me. ???

Spoiler
When I play this level, the lemmings that build the stair step (and fall to the left of the exit) die when he hits the ground. ?????? In your LP, however, it survives! In theory, your solution isn't possible. Does anyone have an explanation? ???

Armani has found the intended solution. 8-)

edit by kaywhyn: Spoiler tagged a part of your post! ;)
#15
Issue fixed. Thanks kaywhyn ! ;P

I can't wait to look at your solutions. But I don't think this pack will seem too difficult for you. You've already solved some (very) difficult packs, including Armani's Lemmings Halloween 2023 :evil::scared:, which I'm currently playing. It's not easy ! :D