Recent posts

#11
Lemmini / Re: İs it possible to run retr...
Last post by WillLem - Today at 12:46:24 AM
Sorry to hear this will be your last post. I'd be happy to investigate your idea further alongside you if you wish to continue with it.

No worries if not, thanks again for contributing something worthwhile to the Forums!
#12
Lemmings Main / Re: Farewell lemmings fan.
Last post by WillLem - Today at 12:40:14 AM
Very sad to see you go heart66, your input has been very welcome here on the Forums. I do hope you change your mind, but if not then farewell and best wishes! :lemcat:
#13
Other Projects / Re: Fizzles – Original Puzzle ...
Last post by Guigui - June 30, 2026, 11:35:21 PM
About planter bug on stage 5 demo, I'm sorry I cannot reproduce it now, and have no way to record it either.
It happened when I used all the planters, and the ending point of one plant was treated as a ice block (turn the fizzle around). It may be interesting to note that this bug only appeared for a single fizzle : all the others walked through that point with no problem, but a single one made the turn and was stuck in an infinite loop. I'm not sure sure if this one stuck was the one that made the plant itself...

About the whole pausing thing I must first say I am certainly way too much used to NL. Now that I pay attention to it, I notice that I tend to assign almost all my skills by pausing the game. Looking at other people playing I can say that, for instance, kaywhyn does not do that as much as I do.
Still I fear this can cause trouble to players, mainly because the fizzle you want to assign a skill is moving, so the button you have to click is moving too !
Later in game where there will be 4 or 5 skill icons available to assign in that moving pop-up bar above the fizzle, one will have to be very careful to click the correct moving icon !
#14
Lemmings Main / Re: Farewell lemmings fan.
Last post by Guigui - June 30, 2026, 08:33:57 PM
Oh, it is sad to see you go that fast heart66.

Though I must say I totally relate to being addicted to some gaming stuff to the point of needing to be disconnected from it by someone else.

Once I was addicted to this mobile game called Puzzle and Dragons (best strategic match 3 puzzle game btw, try it, or not !). I could quit it when I gave my account to a player friend who takes care of it ... since more than 10 years now !

Then I was addicited to online chess.com. That was crazy playing chess instead of working on the computer, really bad for everyone. I asked the site to ban my account, then asked a friend of mine who's good at PC things to almost physically block this website access on my machine. I dont know how he did it (and dont want to), but now every time I try to access chess.com I get 404 error.

In both case, a short break from the addiction was enough to regain life control, meaning the addiction was not that bad but still needed fixing. So yes, if you find that the forum is taking too much away from your life and cant help yourself quitting it, asking for other people to do it is perfectly fine.

I also thank you for your level pack, me and the kids have fun playing through it slowly. The levels are accessible but always require little sneaky details that make them interesting, so yes a good time for everyone.

Cheers and thanks again for all heart66 !
#15
Other Projects / Re: Fizzles – Original Puzzle ...
Last post by HPWsoft - June 30, 2026, 06:26:43 PM
Thank you very much for trying the 5-level demo and for the detailed feedback.
Small note first: I think this reply ended up in the older thread:
"Fizzles – Original Puzzle Rescue Game With Playable Level 1 Demo"
The newer thread for the current demo is:
"Fizzles – Original Puzzle Rescue Game With Playable 5-Level Demo"
No problem, though — I'll answer here as well.

About scoring and unlockables: I agree. It is probably too early to judge that properly from the current demo. The current version mainly shows the basic mechanics and the first five ability introduction levels. Scoring, progression and balancing will need more testing once there are more levels and more combined mechanics.

The pause / time manipulation point is very interesting, especially coming from Original Lemmings and NeoLemmix. Fizzles is intentionally a bit different here. At the moment, I do not want players to fully plan and assign skills while the game is paused, because that would change the core feel quite a lot and would make many current situations much easier.

The intended direction is that the player observes, reacts, fails, restarts, and improves the solution step by step. Early levels are still mostly tutorial-like and introduce one ability at a time. Later levels are meant to combine abilities more, so the puzzle aspect should become stronger.

That said, your usability point is still useful. Fizzles is being designed mobile-first, and the controls are intentionally placed on the right side, separated from the main play area and easy to reach by touch. At the moment, I do not know of a situation in the current levels where pausing and then resuming would make the player too slow to react. I also do not plan to design levels around that kind of tight pause/resume timing.

So for now, I see pause more as a way to interrupt play or think for a moment, not as a core planning and skill-assignment tool like in NeoLemmix. Still, I will keep the general accessibility and reachability of the pause control in mind as the game grows.

Thank you also for reporting the Level 5 bridge issue. I know the area you mean. If some Fizzles turn around at a bridge edge while others continue, that is not intended behavior and should be treated as a bug. The builder / planter bridges are still one of the newer systems in the demo, so this kind of feedback is very useful.

If possible, could you send me or link a short video showing the Level 5 bridge bug when it happens? That would be very helpful for debugging, especially because the issue seems to depend on the exact position and timing of the Fizzles on the bridge edge.

I'm glad you noticed the instant bridge behavior. That is intentional. The Planter is not meant to be a direct copy of the Lemmings builder. The idea is that a newly created bridge can immediately become part of the path for following Fizzles. As you said, this removes some of the timing headaches from classic builder mechanics, but it also gives Fizzles a slightly different rhythm.

You are right that slow builders in Lemmings create many interesting tricks and level ideas. Fizzles is currently aiming for a somewhat calmer and more accessible direction, while still leaving room for puzzle depth through ability combinations and handcrafted layouts.

Thanks again for playing and for taking the time to write this up. This is exactly the kind of feedback that helps shape the next levels.
#16
Lemmings Main / Re: Farewell lemmings fan.
Last post by Simon - June 30, 2026, 04:15:42 PM
Sad to hear it, but yes, we'll set your account to deactivated. Your existing messages will still have your name, but it will say "Deactivated" under your name, and nobody will expect more replies by you.

I'll do it in the next few days unless you've changed your mind by then. :)

-- Simon
#17
Lemmings Main / Farewell lemmings fan.
Last post by heart66 - June 30, 2026, 03:37:31 PM
Due to my age(61) with bad eye vision and being addicted to this forum, I decided to stop participating in any way in this forum. I had a lot of fun.
 Would you please inform the administrator(s) of this forum to remove me as a member. I tried to do myself but there no option for it in the profile.
Thanks.
I will be following you as a guest.
Thanks.
#18
Lemmini / Re: İs it possible to run retr...
Last post by heart66 - June 30, 2026, 03:29:56 PM
After some investigation. We can do this in 3 different ways:
Android studio
Visual studio
Embarcadero RAD or Delphi
I have no luck with first two but I made big progresse with Delphi 12. İ manage to debug and compile the codes . I am getting one error only.
The final app can be either:
Android 32bit
Android 64bit
Windows 32bit
Windows 64bit
So you can compile Superlimmini to an exe file. No need for Java then.
See attached files.

On the other hand. I made a little study on a new proposed application which I called lem-one. Attached is a pdf file.
Selection of skills is my main concern. Now, We can remove the skills panel all together. You need only to:
Select lem
Select digger
Select direction (1 of 8)
Total of 3 touch.
The concept of one Lemming is preferred but you may wanna keep the number of Lemmings to minimum.

Final note. This will be my last post on the forum.

Thanks and good luck
#19
Contests / Re: Level of the Year 2025: Vo...
Last post by IchoTolot - June 30, 2026, 03:05:03 PM
The first voting round is open for 3 days in the respective voting topics:

Voting topic 1
Voting topic 2
Voting topic 3

The results will only show after the poll has been expired.  :)
#20
Other Projects / Fizzles – Original Puzzle Resc...
Last post by HPWsoft - June 30, 2026, 11:41:03 AM
Hi everyone,

I'd like to share Fizzles, an original puzzle rescue game I'm developing under the HPWsoft label.

Fizzles is inspired by the spirit of classic guide-and-rescue puzzle games, but it does not use any Lemmings, Pingus or other existing game assets, characters, levels or code. The goal is to build something clearly independent, with its own tiny round creatures, visual style, abilities, world and mobile-first interface.

The current demo includes five playable handcrafted levels. Each level introduces one Fizzle ability:

* Level 1 – Digger
* Level 2 – Floater
* Level 3 – Blocker
* Level 4 – Climber
* Level 5 – Planter

The demo also includes player profiles, difficulty settings, progression, highscore systems, music, sound effects, HUD, and a browser-playable version on itch.io.

Playable demo:
https://hpwsoft.itch.io/fizzles

The Kickstarter campaign for the next development phase is also live:
https://www.kickstarter.com/projects/hpwsoft/fizzles-from-5-playable-levels-to-the-first-release?ref=bxjuid

The campaign is intentionally small and transparent. It is meant to support the next concrete development steps: additional handcrafted levels, new abilities, onboarding, mobile UI polish, audio and presentation improvements, testing, and preparation for a first public mobile release.

I'm intentionally not promising a huge game all at once. The current focus is to continue from the existing playable foundation and build Fizzles carefully, step by step.

I'd be especially interested in feedback from people who enjoy this kind of puzzle rescue gameplay:

* Are the goals and abilities easy to understand?
* Does the creature-first selection approach feel clear?
* Is the HUD readable?
* Does the demo already suggest enough puzzle potential for later levels?
* What would you expect from future abilities or level mechanics?

Thanks for taking a look.