

Hence, this pack ended up whooping me very badly in my behind in multiple places. My entire LP was very slow going since the start, as I generally could only solve 1-3 levels at a time while recording. My huge struggles throughout the pack definitely show in the LP!
For the latter, save for one part of the solution which is quite sneaky and the player has no chance of passing the level if it isn't spotted, it really isn't too hard of a level and fortunately at least has a very clean solution.
Solution is quite sneaky with that part on the far right in the starting area, where you need to realize to shimmy and then dig down enough before platforming twice to close the gap so that placed this way it doesn't block the climber from getting back into that area later on in the end once he becomes a neutral and hence cannot be assigned skills anymore. Definitely reminds me of one of Armani's contest levels! Great level here that has quite a well-hidden solution!

The only hard part here is realizing to bash out to the left at the start so that you can get underneath to do the shimmying.
Not sure why it took me a while to figure out the multiple platformers to be splatforms that are made by the clone while the digger keeps going. I definitely remember seeing the intended solution to a LemRunner level requiring this. This solution currently seems to require a lot of precision for the splatting to not happen each time, so perhaps consider easing up on it
Great level, though!
Needless to say, I essentially had the solution in so many of my attempts but the importance of the direction when assigning skills completely escaped me here! Excellent level with figuring out how to make the path all ready for when he becomes a neutral at the end!
Seems the most important thing here is realizing which buttons need to be gone for first before certain others. I figured my solution is way more overcomplicated than it needs to be, and this was confirmed when I checked Dexter's intended solution after I got the level solved. It's definitely much easier on the timing than mine, where I squeezed out a lot of precise jumping so that he doesn't get delayed by hoisting each time. I do like how two of the buttons require multiple neutrals to be close to one another in order to have one get past the traps guarding them!
I apparently didn't try all possible positions for the laser before and hence it took me a while to finally see that what I thought works does indeed.
My solution is probably impressive enough to be acceptable though 
After a while, I turned on CPM just to make sure what I was seeing in the level are indeed what I think they are, in particular the splat pads were as I thought they are. I happened to mouse over the object in the very narrow gap near the exit to see that it's a neutralizer. Even then, I still didn't make the connection that you're supposed to ignore the Lemming that becomes a neutral and disarmer once you reach the button near them at the top. Funny thing was that shortly after I exited out of NL I then realized the importance of the neutralizer near the exit
But yea, I would definitely make it more visible
Granted, it might make it more obvious to players that you can ignore the objects at the very top, but honestly I don't think it makes it that clear in any way 
The solution really reminds me of an old version of tan x's Jungle World 10 from LemRunner which I know Icho criticized. So, my suggestion of reducing the precision required applies for this level as well
I honestly don't see how the level can be backrouted with the precision reduced or eliminated and hence why the demanding precision confuses me greatly. Keep in mind that requiring a lot of precision in solutions isn't necessarily the best way to increase the difficulty of levels, especially on an engine where the difficulty should come from the puzzle, not the execution 
The splitters on the level can be intimidating here as well! Great level but another one in which I would suggest reducing the precision needed for the jumper/shimmier transition on both sides! 
Similarly, I'm not sure why I never considered just building over each gap the Lemming comes to at the start instead of making him a slider to get down safely
Once I started looking at the level differently, then the solution naturally came slowly piece by piece as I saw new stuff I hadn't tried before and eventually culminating into a solve!
QuoteAnother idea might be to require the presence of a working .nxrp file in order to load a level. On first loading the level, we run the MRC for just that level and its detected replay (this would take milliseconds and would happen silently). If it passes, we can display "Verified Solvable" on the preview screen. If it fails or the replay is missing, we display "Unverified" instead.
QuoteBetter yet, adapt the .nxlv format to contain replay data.
