Resolved the levels that have changed. For future reference, make sure to make a new post anytime there's an update, because if you just edit the OP, there's a very good chance that people won't know that an update dropped. On the homepage, the site does not notify that a post has been modified, only if there's a new post. I just happened to check the topic and noticed the last edit that was made to the OP a few hours ago.
Also, while not required, a changelog of what actually changed in the levels would be great as well. This can be great for bookkeepping, especially for the designer so that he/she can see how many versions a particular level has gone through, as well as provide some guidance in helping a level maker improve with future levels
I've only made 3 levels myself so far, particularly since I prefer to solve rather than make levels, but I find changelogs very helpful for every update I released for my levels, and will definitely be using/providing them if I ever end up making a level pack in the future.
Level 1 & 2 - These should be intended now.
Level 6 - How's this solution?
Level 7 - Still remains the hardest of these 8 levels. This one took a while. Even then, this solution feels somehow not intended.
Level 8 - It's pretty much the exact same solution, except one really needs to send out the climbers very closely spaced to one another. Definitely don't feel that levels always have to finish with just a second left. If anything, this will often cause players to rage just because they have to keep on rewinding to find the right timing. Yes, NL may have rewinding and framestepping, but these aren't the main reasons why time limits should be used. Most importantly, don't feel surprised if some of the experts here tell you to cull the timer on this level, as it really doesn't eliminate any glaring backroutes at all. Not that I see, anyway. Whereas for me, I already mentioned that I don't mind time limits.
Definitely nothing wrong with this, just keep in mind that the experts and almost anyone will tell you to "cull the timers" on those levels, as they don't add anything or eliminate any backroutes in these 3 levels specifically. I'm one of the few who doesn't mind time limits, so they're fine in my eyes, but the majority of the people will say to take out the timer.
I would still ease the precision and provide more leeway, as even with skill shadows it's still quite difficult to tell at a glance whether one has placed the builders correctly until you let the lemming fall. Or at least provide floaters so that you don't have to widen the gaps.
Again, these are great puzzle ideas and not a bad attempt at a first pack/demo, but there's certainly some room for improvement. I definitely can see that the eventual pack has great potential!
Enjoy your stay here and feel free to ask for some assistance should you ever require it. Thanks again for sharing your short demo
Also, while not required, a changelog of what actually changed in the levels would be great as well. This can be great for bookkeepping, especially for the designer so that he/she can see how many versions a particular level has gone through, as well as provide some guidance in helping a level maker improve with future levels

Level 1 & 2 - These should be intended now.
Level 6 - How's this solution?
Level 7 - Still remains the hardest of these 8 levels. This one took a while. Even then, this solution feels somehow not intended.
Level 8 - It's pretty much the exact same solution, except one really needs to send out the climbers very closely spaced to one another. Definitely don't feel that levels always have to finish with just a second left. If anything, this will often cause players to rage just because they have to keep on rewinding to find the right timing. Yes, NL may have rewinding and framestepping, but these aren't the main reasons why time limits should be used. Most importantly, don't feel surprised if some of the experts here tell you to cull the timer on this level, as it really doesn't eliminate any glaring backroutes at all. Not that I see, anyway. Whereas for me, I already mentioned that I don't mind time limits.
Quote from: Dr. Slater on April 27, 2021, 08:18:28 PM
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
Definitely nothing wrong with this, just keep in mind that the experts and almost anyone will tell you to "cull the timers" on those levels, as they don't add anything or eliminate any backroutes in these 3 levels specifically. I'm one of the few who doesn't mind time limits, so they're fine in my eyes, but the majority of the people will say to take out the timer.
QuoteSpoiler
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.
I would still ease the precision and provide more leeway, as even with skill shadows it's still quite difficult to tell at a glance whether one has placed the builders correctly until you let the lemming fall. Or at least provide floaters so that you don't have to widen the gaps.
Again, these are great puzzle ideas and not a bad attempt at a first pack/demo, but there's certainly some room for improvement. I definitely can see that the eventual pack has great potential!

