Recent posts

#1
Other Projects / Re: New version of Lockstep Ar...
Last post by Proxima - Today at 08:37:53 PM
I played through the tutorial levels. Then I tried connecting as guest to see if I could get on a leaderboard for the tutorials, but doing this put me into a multiplayer lobby where I could, as far as I could see, only select from multiplayer levels. I tried one, Astral Steps, to see if I could play it as a single player anyway, and the level doesn't seem to have an exit.
#2
Game Bugs & Suggestions / Re: [✓][SUG][PL] Insert Mode: ...
Last post by Simon - Today at 07:35:00 PM
Feedback from the Level of the Year 2025 streams:

The "Cut 2 tasks" text has been surprisingly helpful. I was working on the early parts of a solution and two workers were coming out of the crowd. I wanted to re-do one worker's future, but I forgot which worker was which. It helped to see "Cut 2 tasks" vs. "Cut 8 tasks". I immediately knew which lemming's future to cut.

-- Simon
#3
Other Projects / New version of Lockstep Arcade...
Last post by crispweed - Today at 03:06:17 PM
Hi, I just put out a new version of Lockstep Arcade, playable here: https://locksteparcade.com/Client

There are a bunch of tutorial levels, playable offline (click on the "Neon Swarm" button on the line with "Tutorials", on the offline menu for these).

And then there's also support for online multiplayer versus games, and online coop play.
(For this, you will need to connect to the server, using "Connect as guest", and create a room for the Neon Swarm game.)

You can also start single player games, when connected to the server. (Create a room for Neon Swarm as for multiplayer or coop play, and then start the game without any other players.)

There are high-score tables for single player and coop games, where you get scored first by number of swarmers exited and then by the average time to exit. (Solving the levels is pretty easy, but then there's plenty of scope for optimising time to exit.)

You can also look at replays for any high scoring games, to see how the high score was achieved.

I'd be very interested to see what scores people here can get, and I'm also very interested in any feedback or thoughts, generally. :)
(High-scores just got cleared for the release, but, if you put up a high score I will try to beat you!)
#4
General Discussion / Re: [DISC] Lemmings Forums UK ...
Last post by Flopsy - July 12, 2026, 11:03:49 PM
13/14th August is still available for me, I'm off work that week anyway so it would be an ideal time for me.

I'm open to both suggestions as well, as always I drive to the meet ups anyway and the biggest obstacle for me is finding somewhere to park. Parking is expensive in Leeds and I expect it would be expensive in Liverpool as well but if I were to book into a hotel if we met up in Liverpool, the parking has a chance to be included in the price so it would be a nice saving.

Option 1 - the safe option: We've done Leeds twice now and it is a nice city to meet up in but it feels like we've done it now after 2 meet ups there, although it's familiar so it's ideal for those who would rather have it being a more predictable day.

Option 2 - the new idea: I've never been to Liverpool and it would be quite a journey for me so maybe 2 days is a good call there.

QuoteI don't have an issue going to Liverpool just for the one day but I must be back at the station by 8pm to get home (Unlike Will and Flopsy, I don't drive and I'll get stuck pass a time where there are no buses running).

I don't mind giving you a lift up to Liverpool and back if you'd rather save on the train fare plus there would be no time pressure there, you're pretty much on the way for me anyway. It's upto you ultimately, if you'd rather get the train, that is also fine :)
Chances are I'd probably book into the same hotel as you also if this were the plan ultimately so it would also help you get to the hotel from the train station.

Another plus is Pooty lives in Liverpool and would not have to travel far to the meet up at all, he would also know the city pretty well hopefully and be able to advise if necessary.

I'm just brainstorming out loud anyway and I don't mind what option we go with ultimately, just want everyone to be happy at the end of the day :)
#5
Contests / Re: Level of the Year 2025: Vo...
Last post by IchoTolot - July 12, 2026, 09:50:58 AM
Do not forget to vote!  :)
#6
Other Projects / Looking for Testers for the Ne...
Last post by HPWsoft - July 12, 2026, 09:43:45 AM
Hi everyone,

I have just uploaded a new version of the Fizzles demo and I am looking for testers.

Fizzles is a cute 2D puzzle rescue game inspired by classic "save the little creatures" gameplay, but with its own visual style and modern touch controls. The current demo includes five playable levels, each introducing or testing a different ability.

This new version includes several fixes and improvements based on previous feedback:

- fixed overlapping/double dialogs
- improved Level 1 tooltip and Fizzle selection
- fixed Level 3 stopper selection
- improved the HUD direction arrow from Fizzle counter to exit counter
- fixed stopper placement so stoppers can no longer be placed partly in the air
- cleaned up the Level 5 bridge behavior
- improved visual feedback for assigned abilities
- added new level music
- added new success intermission scenes between levels

I would especially appreciate feedback on:

- whether the early tutorial levels are clear
- whether ability assignment is understandable
- whether the HUD is readable
- whether Level 5 feels fair and playable
- any bugs, confusing moments or visual issues

You can play the current version here:

https://hpwsoft.itch.io/fizzles

Any feedback is welcome. Even short comments like "Level 1 was clear" or "I got stuck in Level 5" are very helpful.
#7
NeoLemmix Levels / Re: Lemmings Rundown II
Last post by jkapp76 - July 12, 2026, 03:10:46 AM
Yay! I'm sure a few of us are ready for more Lemfan Levels!
#8
NeoLemmix Levels / Lemmings Rundown II
Last post by LemFan - July 11, 2026, 08:53:43 PM
I am happy to release my second Lemmings Rundown pack. This pack has been in the making for about a month, and I am happy that I have finally finished it.

The pack contains 150 levels with 5 ranks, each containing 30 levels. The ranks have the same names as in Lems One: Bronze, Silver, Gold, Platinum and Chocolate.

The difficulty of this pack is easier than Lemmings Rundown I. The first two ranks are just X-of-everything levels, but steps up considerably by the middle of the third rank.

This pack has no NeoLemmix skills, eg. stoner, glider etc.

The real challengers come in the 4th and 5th rank (Platinum and Chocolate), with some fairly hard puzzles.

The music for this pack is the same as in Lemmings Plus I, which is the Sega Master System levels.
#9
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Unite...
Last post by IchoTolot - July 11, 2026, 12:55:46 PM
Great to see your progress and good luck further on the road!  :thumbsup:

So far everything has been intended or acceptable variantions of the solution.  :)
#10
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Unite...
Last post by Swerdis - July 11, 2026, 09:12:34 AM
I'm not quite sure if I knew what I did when I got involved in this pack. The first rank alone was pretty a challenge. But there is no way back. "Neutrality" seems a bit of an understatement, considering the next 41 levels. But here we go.

Spoiler
Neutrality

1 - Mysterious Glide

Hard level for me to start off, despite the very limited skillset. The key question is how to pass the exit with the pioneer because the rest of the solution seemed to be pretty clear. But this detail took pretty long time to figure out.

2 - Let it Krachen!

Nice title and a fantastic level. For me, the biggest challenge was to find the right spots to bomb through the wooden construction at the right side - for only two platformers are allowed to be used to build through the holes. A falling bomber is necessary to make the crowd walk to the left - this is a great idea as well.

3 - Arkon

With two platformers and builders only, it seems pretty impossible to bring the Lemmings up to the exit. The solution is very precise and does not allow any wasted skill. Because of the fiddliness not a favourite of mine.

4 - Move Beach! Get Out The Way!

This is a mean level. But sometimes it's the little details of the territory that help - the handle of a bucket or something like that.

5 - A Wizard Is Never Late!

Great level which is all about the right timing. For the Digger to land safely, it is sufficient for the Builder to place a single step. Took me a while to select the right Lemmings for the basher and the digger, though. Also, a very nice tune here.

All my solutions can be found here: https://www.youtube.com/@Swerdis