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Messages - DireKrow

#106
Medi 10 "Bob's Mistake" - 3 Floaters --> 2 Floaters
Medi 21 "As It Burns Away..." - 1 Blocker & 3 Climbers --> 0 Blockers & 2 Climbers (same replay)
Medi 23 "Fallen" - 2 Bashers --> 1 Basher
Medi 28 "Way Up High" - 1 Builder --> 0 Builders (replay is super messy, but it worked - feel free to reproduce it in a cleaner fashion!)
#107
I finished the Tricky difficulty, so time for more thoughts. L3DRs attatched.

A general comment which applies to all of these is that they're memorable. Even though I played through them over a few days, I had no problem remembering which level was which just from their name. That's a good sign. Overall, I'm thoroughly enjoying this pack so far.

Level Comments:
Spoiler

21. Sputlem IV - Good. This felt like a perfect opener to Tricky, for me: Small numbers of a few different skills, a solution isn't obvious, but also isn't hard to arrive at with a little bit of reasoning.
22. Redirect Loop - Great. Neat little puzzle. I like how you've linked the loop aesthetic with the computer environment and incorporated into a puzzle about breaking out. Cool, creative use of the miner. This was the first time I got stuck for a while on a puzzle in this pack.
23. Actual Maze - Meh. Barely feels like a puzzle, just busywork. Especially when you can shortcut the maze using bombers. Also... it's very easy. I'd actually argue it's easier than the maze level that's already in Fun, Indoor Maze, since at least that one you can run out of turners if you don't take the correct route.
24. Wafer Walkway - Decent. It taught a very important lesson about L3D's mechanics, but it did reinforce to me that I much prefer puzzles that focus on figuring out how to get from A to B, rather than the challenge being in the execution.
25. The Moat - Good. I'm fond of puzzles that exploit flaws in skills. In this case, the fact that what should be a simple gap is anything but... due to the fact that builders can only build up. I enjoyed the way it was ultimately resolved.
26. Timed Attack - Good. Felt smart figuring this one out. Feels unique to me among a lot of the other puzzles so far. A different flavour.
27. Sweetcake - Great. I'm wowed by a puzzle that's just about going around a pole. You present such a simple and easy to grasp problem, subvert the initial expectation (that you "just use turners" to go around it), and then turn it into a clever puzzle that communicates an important lesson. It does pretty much everything you could ask for from a Lemmings puzzle. It reminded me of what I liked about The Mansion - how you've blended natural looking aesthetics with key components of the solution.
28. Royal Run - Good. Not much else to say, I just thought it served its purpose well.
29. Infinite Lemming Drive - Good. Indoor space levels, the ones that are like wandering the corridors of a spaceship, are one of my favourite aesthetics in Lemmings 3D. I look forward to designing something like this myself sometime. I really enjoyed the puzzle of this as well, among the better L3D navigation focused puzzles I've seen. I did feel the environment was... claustrophobic? It wasn't that hard to navigate per se, but it was a bit weird seeing it so full of boxes? It's hard to describe.
30. Longboy - Decent. I got stuck on this for way longer than I should have because I didn't realize you could stand on the hatch. For someone who didn't realize you could do this with springs, realizing that you could approach it from the other side to do what it did was neat.
31. Deep Dash - Good. I was stuck on this for a while... the hard part for me was figuring out exactly how to trap and then release the crowd... but I definitely learnt something from the solution. It was a cool demonstration of implications of 3D on bombers.
32. Guard Wall - Meh. After a couple of moments of thinking, I felt the solution was quite easy to figure out, but annoying to execute. Lots of restarting and shifting when you send climbers so it lined up perfectly. I didn't really find it all that fun.
33. Obstructed Shot - Decent. The set piece of the level makes it memorable: Lemmings being flung into the wall and exploding, which I hadn't seen until now and I don't think it comes up in the original game at all. Aside from that aspect though, it didn't leave much of an impression on me.
34. Mysterious Artifacts - Good. I don't have a ton to say about this one, but I just thought it was a solid puzzle. No complaints.
35. Blazing The Trail - I detailed my harrowing experience on the discord. In the end, it was the hardest level in the rank and took me about 3 hours all up to solve. It feels completely different to every other level in the rank, which is a plus. Another is that you're given immense freedom, so there's probably many solutions, but none of them are trivial. They all require planning and thought. That said, the level just feels... excessive. Actually executing a solution takes a lot of time and effort compared to other levels because it's so big, and if you find out your plan won't work (as it did for me multiple times), redoing it sucks. I appreciate this level, but never want to play it again.
36. Firewall - Great. My favourite level in the rank and contender for my favourite so far. There's a LOT to like here. The fact it looks 2D but has a 3D solution; the solution being super interactive with all of the stray lemmings you need to save; the solution making creative use of the entrance hatch and traps; the fact the splitters are made to look like obstacles to be avoided, but end up being integral to the solution; the fact it almost seems like the 2D route will work, but not quite. So much is cleverly designed. The only downside is that it's a bit dull to look at, basically being a big gray wall with blocky gray platforms.
37. The Nightman Cometh - Good. I enjoyed it, but felt I felt it 'played itself' too much. There wasn't really any tricks, you just assigned a climber and then used skills as there came need to, and it all works out. So, surprisingly straightforward for the end of Tricky. What bumps it up to me though is the aesthetic. For a desert level, this level looks great! One of my favourites visually/conceptually so far. The level name and the use of the weird traps really enhance the puzzle's storytelling.
38. The Barracks - Great. Right on with the barracks aesthetic. Simple idea with a surprisingly simple but clever solution. As with The Mansion and Sweetcake, I like how the solution is innocuously hidden in what seem like decorative aspects of the environment.
39. A-maze-ing Grace - Great. Very satisfying puzzle. I like how it does a lot with very little space. It looks simple, but the solution still makes you feel so clever when you figure it out. I like the realization it creates too, where you THINK you solved it only for it not to quite work out and need the smallest adjustment. It feels tightly designed. The fact Lemmings just walk through the fences is a bit weird, though.
40. Data Corruption - Great. The last few puzzles have were consistently good, and the finale doesn't disappoint. You really nailed the glitchy, corrupted aesthetic. The terrain perfectly rides the line of guiding the player while not making the solution too obvious. Using the last turner as the final builder was a nice touch.

Level rankings (favourite to least):
Spoiler

Firewall
A-maze-ing Grace
Sweetcake
Data Corruption
The Barracks
Redirect Loop
Deep Dash
The Moat
Mysterious Artifacts
Infinite Lemming Drive
Timed Attack
Sputlem IV
The Nightman Cometh
Royal Run
Longboy
Blazing The Trail
Wafer Walkway
Obstructed Shot
Guard Wall
Actual Maze

I'll be busy over the next couple of days, but I look forward to getting started on Taxing soon. Particularly since you've indicated on the discord that it has many of your favourite levels from the entire pack.
#108
NeoLemmix Levels / Re: [NeoLemmix] The Krow Files
February 24, 2020, 02:06:11 AM
Thanks for playing the levels :laugh:

All of those are intended or acceptable alternatives. If you end up needing any hints for 4 or 5, let me know.
#109
Been looking forward to this. Lemmings 3D was my first (and only) lemmings game as a kid. Coming back to it has been fun, even if wrangling the camera and relearning the nuances of the mechanics has been difficult.

Finished the Fun difficulty. L3DRs attached.

Level comments:
Spoiler
1. Called Back To Duty - Good first level. Works as a playground to mess around with different skills and refamiliarize oneself with the interface.
2. Security Walls - Decent. No particular comments.
3. Lemmings on a Train - Good. I'm envious of your modeling skills. Turning the water into scrolling terrain is a very nice touch. If I get around to making 3D levels of my own, I think making artistic levels are what I'll struggle to make the most.
4. Performance Tower - Decent. The first level where I felt the camera was particularly annoying. It's hard to assign commands in the spiral of the tower. The devs really should have added a way to pitch the camera up and down. Surprised to see a level with multiple asymmetrical hatches so early - I'd argue it makes it too stressful for a Fun 4.
5. The Grand Gallery - I'd definitely have made the ceiling higher. The terrain makes navigating the camera a pain in the butt in here and virtual lemming doesn't help much, since all you see is a face full of slope for most of it. Was frustrating to play.
6. Indoor Maze - Decent. While not difficult, I like that the shortest path isn't the correct one. I can see someone trying it and then realizing it won't work.
7. Star Wars - Good. Lovely aesthetics. I like that you can choose to make use of the deflector blocks or not. I also like that this is the first space level, but you made it an outdoor level. In the original I think almost all of the space levels with indoor, so this is a nice change of pace.
8. Where Shall They Rest? - Not a fan of hidden exit levels. I also don't like that I had to blindly pray you were nice and put the exit in the middle of an pyramid's axis and on the ground level. I actually tried to do this by going through all the pyramids, found the exit, and had it set up so I'd beat the level... but then timed out because of how much wandering around I had to do. On the restart it was trivial because I could just go straight to the exit.
9. Space Walkers - Good. A simple example of a puzzle that only works in 3D.
10. The Underlems - Good. Much better than Fun 5 in terms of camera. The fact you can only navigate the camera down one of the halls due to the deflector blocks is pretty silly, though. I like the 'pick your poison' aspect.
11. Device Upgrade - Decent. It took me quite a while to find where the exit actually was; is there a way to make it more obvious? While I'm not big on memes, it's cool to see some custom assets! Makes me excited to see if anything will come of it in later levels. If I recall correctly, there's a level in the original that has a very similar layout to this, so it's a nice callback.
12. Armageddon Machine - Good. Modelling work is great. The first level where it took a few tries to figure out a solution, though I did make it a bit harder on myself by trying to avoid virtual lemming. A noticeable jump in difficulty compared to Fun 1-11, in my opinion.
13. Resist the Temptation - Decent. Is the name an intentional reference to the fact that the 'solution' appears to be ignoring all the chocolate bars and just building straight out and back? I actually couldn't figure out a solution that made use of the chocolate, since I always seemed to come up short on turners or builders.
14. Pac-Lems - Great. The aesthetics are outstanding, right down the little things like using teleporters to mimic the wrapping around at the edges and the fact the ghosts kill lemmings. I'm disappointed that more of the level isn't used in the solution. I'm honestly not fussed about environment variety, but it definitely stuck out to me that 7 of the last 8 levels have been Space, Computer (which themselves are similar) or Egyptian levels. I'd probably have spread them out a little more. There's no Medieval or Golf at all in Fun, either.
15. The Mansion - Great. The progression of "oh, I just turn into into the exits... wait... I have no turners?!" to then having to figure out where the deflector blocks are, and finally to figuring out how to actually route them into a solution, was fantastic. The fact it's essentially an artistic level on top of that is even more impressive.
16. Sea of Sugar - Good. A solid obstacle course style level. There's multiple solutions to most problems but I like that nothing feels too trivial.
17. Quadcore - Great. It's again an ideal blend of aesthetic and puzzle design, while also leaving plenty of room for creativity in how you complete the solution. Could be an examplar for how a Fun 5-all-skills level should be in L3D, honestly.
18. Just Let It Bee - Good. The level looks great once again... how are you so good at the artistic levels? I like that the heights of everything are tuned such that you need to interrupt your builders and diggers to avoid fatal falls in a lot of places, escalating on previous puzzles where you were more forgiving in this regard.
19. The Side Act - Great. I had this progression where the level looked super simple, turned out to be a little harder than it looked, then ended up being surprisingly elegant in its solution. Overall an appealing design and puzzle.
20. Arctic Mission - Decent. Memorable level concept. The opening shot where you're stuck but then you see the single lemming walking past is a cool moment. I think it would have been better if it involved a couple of different skills, rather than just 7 builders.

Level rankings (favourite to least favourite):
Spoiler
The Mansion
Quadcore
Pac-Lems
The Side Act
Armageddon Machine
Just Let It Bee
Lemmings on a Train
Sea of Sugar
Star Wars
Space Walkers
Called Back To Duty
The Underlems
Performance Tower
Arctic Mission
Resist the Temptation
Indoor Maze
Security Walls
Device Upgrade
The Grand Gallery
Where Shall They Rest?
#110
NeoLemmix Levels / Re: [NeoLemmix] The Krow Files
February 21, 2020, 11:44:09 AM
Thanks to the people here and on the discord so far who have tried them <3

File A v1.2 is out. Downloads are in the OP.

Changes:

Unstable Elements: Fixed a small shortcut discovered by Namida.
Around The Block: Terrain redesigned to hopefully fix multiple backroutes discovered by Namida and myself. Release rate also adjusted.
Scratches In The Walls: Change to skill loadout and minor change to terrain. Done to ensure that some known alternate solutions engage with a particular part of the puzzle.
#111
NeoLemmix Levels / Re: [NeoLemmix] The Krow Files
February 20, 2020, 10:43:43 PM
File A v1.1 is out. Downloads are in the OP.

Changes:

Unstable Elements: Fixed backroute discovered by Proxima.
Around The Block: Fixed backroute discovered by Armaniii.
Scratches In The Walls: Change to skill loadout. Adjustments to ensure an alternate solution still uses all of the non-climber skills.
Abyssal Descent: Change to skill loadout. Partially fixed backroute discovered by Armaniii. The route is still possible, but uses more skills and skips less of the puzzle than before, so I'm accepting it as an alternate solution.
#112
NeoLemmix Levels / [NeoLemmix] The Krow Files
February 20, 2020, 01:00:56 PM
The Krow Files

Greetings everyone~ I've decided I wanted to try my hand at making some levels in NeoLemmix. While I may eventually make a significant level pack of some sort, for now I wanted somewhere I could release the odd level or two, without committing to such a big project. This thread is where those releases will be. Introducing: The Krow Files! Over time, I'll release levels in small groups, usually with the levels in a group following a similar sort of style or being inspired by the same thing. Each group (or "file") will be a category, labelled File A, B, C and so on, expanding casually over time.

I consider the creation and maintenance of these levels to be a learning experience. If you do happen to play the levels, let me know what you think! I'm definitely open to feedback or suggestions, with the goal of improving future levels that I make. I encourage you to provide replays too, since not only will that help me identify and fix any backroutes, but seeing the paths of more experienced players is often a good source of ideas.

The download at the bottom of this post will be for all of the levels and metadata I've released thus far in one big pack. Beneath each heading is the downloads for the levels and solution replays of the individual files.

---

File A — First Levels (v1.2)

Spoiler
The first five levels I've ever finished and publicly released. Makes use of the original five styles from Lemmings 1, along with the original 8 skills. Easy to medium difficulty. Making these was quite a learning process, both in terms of the editor itself and in how to design functioning levels. Hopefully it's only up from here!

1. Lemmings In Nature


2. Unstable Elements


3. Around The Block


4. Scratches In The Walls


5. Abyssal Descent


File A Levels: https://www.dropbox.com/s/71pwhhm3h6k3jd3/KrowFilesA_v1_2_12.8.zip?dl=1
File A Solution Replays: https://www.dropbox.com/s/3ypt4wz8odxq5bo/KrowFilesA_v1_2_Solutions.zip?dl=1

---

The Krow Files Download: https://www.dropbox.com/s/fitq5psjlt0x2i4/KrowFiles_12.8.zip?dl=1 (includes all of the levels and metadata; extract into NeoLemmix's home directory; tested using v12.8, compatibility with earlier versions is not guaranteed)

Enjoy~
#113
Wimpy 12 - Only One Place To Go



Lemmings: 50
To save: 49
Release rate: 75
Skills: 2 Climbers, 1 Bomber, 1 Blocker, 1 Builder, 3 Bashers, 1 Digger

Good: One of my favourites from Wimpy. I like that it escalates Mild 6 in a way that's immediately understood: there's two groups but only one digger. The talisman is great and results in a cool discovery for new players (like me) who didn't consider combining skills in that way.
Bad: Decoration is sparse. Ultimately, the talisman solution is much simpler than the 'regular' solution, so if an experienced player spots that solution first, it renders the puzzle trivial by comparison.
#114
The exit object in the SMS Crystal style repeatedly bobs up and down by a pixel. Seems unintentional.
#115
I think the fact it took so long for anyone to notice is testament to the fact that the bug remaining in the game wouldn't be a big deal.

I think it's better to just leave it and risk not creating compatibility issues - at least not until another, more vital physics change occurs that would create compatibility issues anyway.
#116
Wimpy 9 - It's A Thin Line!



Lemmings: 60
To save: 54
Release rate: 85
Skills: 30 of each Climbers, Floaters, Bombers, Blockers, Builders, Bashers, Miners, Diggers

Good: Nice gentle introduction to building to walls to bash through it. As a tutorial level, I like that focus was placed on it by making containing the crowd a comparatively simple affair.
Bad: Visual design is a simple. Not the best use of space, since the active play area is entirely in the top half.
#117
Medi 20 "The Diving Board" improved from 2 floaters to 1 floater. Replay attached.
#118
Second half of Basic Training:

Spoiler
Basic Training 16 - Hidden Crystalline Temple - Rather tough. I ended up skipping the puzzle and coming back to it later. The main herdles were: (A) realizing that the two lems that slip past a stacker can be used as a pioneer and a stoner sacrifice, and (B) that you should put the lemmings in a holding pattern that you can break out of it using the builders later in the puzzle. I think the pretext needs to be rephrased, because it's misleading. After I read it, I assumed the puzzle would include lemmings dying and instead would be about trying to get your stackers ahead of the crowd so they would have time to put up their walls. Consequently, it took me a while to realize that I had to contain the crowd rather than letting them roam free. I think the pre-text should maybe focus more on how you can use slow construction skills to purposefully create pioneers.

Basic Training 17 - Dig The Trench! - Solid. Not much else to say.

Basic Training 18 - Sandy Danger - Excellent! I like how it's open-ended, but all of the solutions reveal something new and subtle. One of my favourites in the pack.

Basic Training 19 - Steps and Pixels - Great. I was really wondering about this, so I'm glad this level was included. The choice of theme was smart for this.

Basic Training 20 - Stepblocked - Great. I like that it builds on the previous puzzle. Typo in the pretext: "rainsing" should be "raising".

Basic Training 21 - The Steepest Slope - Decent. I'd prefer a different tileset for this, because the dark patches on the crystals make it hard to see how deep/far you've dug. I had to redo my tunnel a couple of times because of that. It works as a puzzle, but I really hope this technique isn't that commonly used, because it's pretty tedious.

Basic Training 22 - A Sudden Change In Direction - Great. I appreciate that the route is so clearly indicated in this one.

Basic Training 23 - Concentrated Force - Good. Nice escalation of a previous idea.

Basic Training 24 - Blocked In Your Favor - Tough. Took me a while to figure out how to get the two pickups. Then it took me a while to realize there was a ledge on the right-hand side of the level that I could use to stack my lemmings up. Can you make that ledge more obvious, perhaps? Now that I know the solution, I think this is a great puzzle. I really like how it incorporates multiple concepts from previous levels.

Basic Training 25 - Double Down! - Great. It was a lot to take in, but the solution was so satisfying to watch! I found a way to save a cloner, as we discussed on the discord (just mine left without cloning at the end), but my replay uses the 'intended' solution anyway.

Basic Training 26 - Combine & Conquer - Also great. Never thought to use construction skills this way before, so thanks for introducing it.

Basic Training 27 - Fancy Fencer - Excellent. The fact you used the bookcase theme was really smart, because you can use it as a grid along with the items on the shelves to line up your diggers and builders with the fencing shadow. One of my favourites in the pack.

Basic Training 28 - Equal Distributon - We talked about this one on discord. It's pretty brutal, but also ingenious and one of my favourite puzzle concepts in the pack. A pretext should probably mention that cloners should sometimes be delayed and/or you might have the right idea on how to solve a puzzle, but you need to change your positioning.

Basic Training 29 - Special Staircase - Great. Had no idea you could interrupt digging skills mid-animation to do those sorts of things.

Basic Training 30 - Stepping Up To The Stars - Great test of the skills you were taught in the previous puzzle. Lots of great tiny lessons.

Attached are the replays of my first successful solutions
#119
Quote from: namida on February 13, 2020, 06:57:47 AM
QuoteFrom the perspective of a brand new lemmings player, I think the release rates are a little high across the board in Skills and Objects.

If you're comparing to the release rates in the DOS / Amiga / etc games, do keep in mind that NeoLemmix release rates aren't equivalent to the same number RR in DOS. A DOS release rate of 1 would be RR 50 in NeoLemmix (with NL's RR 1 being much slower than any valid value in DOS).

The reasoning behind this is that, in DOS, every two consecutive values are identical in terms of their in-game effects. For example, there's no difference between 98 and 99. NeoLemmix "un-duplicates" these values, then uses the extra space created (values below 50) for new, even-slower RRs.

Nah, I played the NL conversion of them. I'm unfamiliar with the actual original release rate. I just based the comment on how I felt.

To elaborate: In a lot of the Skills levels there is no actual danger, so release rate wouldn't impact the solution. But a low release rate means it's easier to see how mechanics work in isolation. You can see how a miner's animation digs out its tunnel without a bunch of lemmings getting in the way of it. You can see the dig/bash/mine/build zones of lemmings when you hover them without it flickering as other lemmings walk past. You can easily pick the lemmings you want to assign skills to without accidental misclicks. Things like that. My philosophy would be to err on the conservative side of release rates in early aimed-at-new-players tutorial puzzles. Reduces stress, increases clarity.

I remember while doing the Fencer/Miner level the first time, I stopped and had a look at where I needed to go next for a few seconds, and by the time I'd gotten back to my lemmings, the hole they were in was filled up. New player would have a bear of a time trying to mine correctly in the situation.
#120
I am a fairly new lemmings player. I've played Fun through Taxing of the original, but nothing else. Skills that weren't in the original are new to me. I thought I'd give my perspective as I play through.

General Comments:

Spoiler
- The visual style is great. All the stages look really good. I like that you used the original themes for Skills, but custom themes for later levels.

- From the perspective of a brand new lemmings player, I think the release rates are a little high across the board in Skills and Objects. See my second post in the thread for some elaboration.

- In pretexts, referencing the pixel counts feels. weird. I don't think it's more helpful than just saying that lemmings die if they fall too far, for example. Perhaps mention the 64 pixels thing when the ruler is introduced?

- There's some issues where for me, in the description, the hotkey says <None> even though I have a hotkey assigned. For example, go-to-next-shrugger is 8 by default, but the description prior to Big Steps Through The Snow just says <None>. Just thought I'd mention it. Also, highlight lemming is not right-click by default (as stated by the Highlights With A Safety Net pretext), it's actually Ctrl+Click.

Level specific comments:

Spoiler
Skills 1. Just Digging Into NeoLemmix - Great. I like that it clearly has spots where you should and shouldn't dig.

Skills 2. Let's Take A Bash At It! - Also great. I really like the fact you included a staircase to show that not all bashing targets are flat vertical walls. However, I'm not sure what the pillar above the staircase shows that the three pillars in the middle don't already.

Skills 3. Fence & Mine For a Diagonal Line - Good. I'd have made a stage slightly more forgiving, but it's probably fine.

Skills 4. Climb Up, Hang On, Get Along! - Another great one. I love how it demonstrates hanging from uneven ceilings and turning climbers around.

Skills 5. Block and Blow In The Snow - Good. I particularly like the the miniature puzzle at the end. A new player must figure out how to go down and turn around at the same time. For example, they might be tempted to put a blocker at the ice tip, only to realize it becomes useless when they the bomb the ice. Good learning opportunity. It's possible to complete this level without using any blockers, which might be unintended. See attachment.

Skills 6. A Float, A Glide, Puts Any Abyss Aside! - Simple but effective. I like that the player is forced to see both skills in action, since there's only 4 of each but 8 lemmings in total.

Skills 7. Building Flat and Building High - Cool, but too hard? I'd DEFINITELY let a new player get a feel for 1 bridge or 1 platformer at a time in a safe, convenient environment before asking them to chain multiple bridges together, build over water, or build through weirdly shaped terrain. It's important to master these skills ASAP, so maybe the trial by fire is warranted, but this stage definitely feels way tougher than anything else in the tier.

Skills 8. Stacks and Stones Saved Our Bones - Clever. I like that the skill counts forces you to use a stoner to block, and forces you to use a stacker at one of the upper ledges.

Skills 9. Amphibious Engineer Squad - Good. I like how it demonstrates that water can break long falls and that one disarmer can disarm multiple traps. What happens if a swimmer meets a wall, though?

Skills 10. Walking On The Cloner Cliffs - Don't like this one. The fact you can just walk the lemming to the exit and then spam clone in front of it feels really cheap. Doesn't really demonstrate what walkers or cloners can do.

Skills 11 They Can't Mash Us All! - Simple and effective. I like it.

Skills 12. Just Nuke Them! - Cool. I genuinely would not have thought to use nuke this way.

---

Objects 1. Up for a Walk? - Beautifully presented. I like (?) how it's designed to encourage use of fast forward.

Objects 2. Iron Anthill - A little overwhelming. I think the same concepts could have been taught with a smaller level. Looks fun to optimize, though.

Objects 3. Time Crime - Good. I like that it shows blockers can be used to save time rather than to avoid hazards.

Objects 4. Trap Roulette - Great. Really like the use of several themes here. Shows what different kinds of blocks and traps might look like.

Objects 5. Follow The Arrow! - Excellent and comprehensive. All four directions were covered, as well as the fact you can use bombers to go against the arrows. One of my favorites in the pack.

Objects 6. Set Your Priorities Right! - Cool. Took me a moment to realize I could assign bashers while the pit was still being dug.

Objects 7. Pick Them Up and Push Them Down - Very nice looking level. A nice introduction to its concepts, as well. Is there supposed to be a one pixel seam between the terrain and steel?

Objects 8. Split and Splat - Simple but effective. I like how it encourages the use of the ruler. The splitters are a fun touch.

Objects 9. Beam Them Over - Great. Fantastic presentation. At first, I wasn't sure about the claustrophobic digging, but I suspect you're using it to bunch the lemmings up so they don't get teleported without picking up the pickups, so it's fine. Are the pickups necessary, though? I think the level works the same if you just gave 3 builders to start with.

Objects 10. Gravity Lab - Cool. It took a couple of attempts to realize the order I needed to assign the skills and how I had to use the second builder. I like how it demonstrates that small delays can make a big difference. Is there a reason why a fencer is provided, rather than a basher? I think a basher would tempt someone to use it to bypass the splat pad, only to find out they needed to save it for the end.

Objects 11. Stop, Rewind And Go! - Tough puzzle. It does a good job of show casing pause and rewind, but it's pretty challenging for a tutorial, since it involves many different skills and the solution isn't obvious.

Objects 12. Big Steps Through The Snow - The final bridge is annoyingly precise... which is good, since it forces people to use the hotkeys. I'm really surprised at how much easier the hotkeys make building. This level single-highhandedly changed my entire playstyle!

Objects 13. Getting Into Sortings - Cute and clever. I appreciate that it works no matter which way the lemmings are walking when they fall down.

Objects 14. Highlights With A Safety Net - Don't like this one. It's odd that this is the highlight lemming tutorial, when the puzzle is instead about realizing that you can shortcut long falls using miners, and that you can build spiral staircases. Consequently, it feels out of place. More like a basic training level than a skill/object tutorial. I think spamming floaters would be fine to create a sense of 'doing two things at once', even if it makes the puzzle less interesting.

Objects 15. Night Of The Living Lems - Great. Love the theming and the fact the puzzle makes you use a few different methods of dealing with the zombies. The cloner pickup feels unnecessary since you don't really duplicate a skill with it. Maybe provide another climber instead?

Objects 16. Neutral Response - Great. I really like that this demonstrates creative ways to get ahead of the pack.

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Basic Training 1. Tower of Training - I like that the level goes from bottom to top, rather than top to bottom. I also like that it's mostly safe for lems and has an abundance of skills, allowing for peaceful experimentation. Perfect for a first level of basic training. Floaters, diggers and miners all feel pretty useless, though. While I understand that figuring out which skills are more useful is part of the tutorial, I think some small design tweaks facilitate routes that actually use these skills. Also, I don't like the graves at the bottom of the level. It's easy for lems to get stuck between them and freeing them is more annoying than interesting.

Basic Training 2. With Minimal Efforts - Great. I enjoyed the realization that I could escape the starting area by chaining two digging skills.

Basic Training 3. Blocker Rocker - Excellent. Incredible how it demonstrates the need for pioneers and several different ways of removing blockers all in one puzzle. Using a digger in that way was new to me. One of my favourite tutorials in the pack.

Basic Training 4. Steely Halls - Great. Big fan of how this puzzle makes use of concepts from the previous puzzle. I particularly like the ending section.

Basic Training 5. Scrap The Buttons! - Tough. This stumped me for several attempts. I suspect my solution is not the intended solution. I really struggled with finding a way to prepare the path and hit both buttons without a lemming dying or getting stuck. Should probably be after Limited Release, if not later. Realizing I could get the glider to fly again by boosting it up with a builder was a really cool discovery, though.

Basic Training 6. Limited Release - Good. I like the small twist you put on freeing the blocker here. I like how you're still building on concepts introduced in previous levels.

Basic Training 7. Backup Wall - Decent. I like the visual design. Using three builders to make a wall is really precise. Took several attempts to make it work, even with frame advance. I think the ground in the starting area should be flat, because the bumps make it hard to make the wall.

Basic Training 8. The Builder Drain - Great. Seems like a good builder practice level.

Basic Training 9. Top-Down Approach - Excellent. I had no idea bashers and steel slopes worked that way. A clear demonstration of these interactions. One of my favorite levels in the pack.

Basic Training 10. Reacharound - Clever. This one stumped me because I insisted on sending my climber left first. Once I finally figured out that was wrong, it all came together. Really like how this builds on the previous puzzle.

Basic Training 11. Central Fear - Great. The fact lemmings can alternate which way they come out of the window was an unexpected surprise! The level looks intimidating, but turned out to a lot easier than it looked. I actually think this could go earlier in the level list. Directly after Steely Halls, maybe?

Basic Training 12. It's A Stretch - Good. This level is a strange mix, but each half works. I think the bottom could be improved so it isn't just three of the same action, though.

Basic Training 13. Delaying the Inevitable - Great. I feel like the temple aesthetic really suits the level layout and concept.

Basic Training 14. Chalk Walk - Also great. I'm actually surprised by how lenient you were - I placed most of my blockers pixel perfectly and ended up with a huge amount of spare time. Maybe you should shorten the pack's path a little?

Basic Training 15. The Joy of Sorting - Not a fan. While it was a fun concept like the first time, I think this is too similar to Getting Into Sortings. The first half of the puzzle is almost exactly the same. Also, as a tutorial, I'm not sure what purpose this level serves.

Basic Training 16-30 to come tomorrow~

Attached are my replays so far and the alternate (unintended?) solution to Block & Blow