Quote from: Proxima on June 22, 2026, 01:25:22 AM* Buttons that unlock an exit. (If you want the buttons to be optional, for a talisman rather than for passing the level, you can have an open exit in the main part of the level, and a closed-off part with a locked exit, then have a talisman for saving all the lemmings in the closed-off part.)
Quote from: UGO on June 22, 2026, 03:15:21 PMthese solutions are not satisfactory for my level.
Quote from: Guigui on June 23, 2026, 02:21:26 PMThe more usual way to do this is to place that pickup skill where you want the lems to go, then make the use of that skill mandatory to solve the level.
Quote from: namida on June 23, 2026, 07:44:04 AMI think you're going to need to provide some actual examples of how this adds value to a level (eg. by uploading a level that would have such a talisman in a way that contradicts the below points).
As far as I can see - there are basically two ways any kind of talisman that forces use of one or more skills might play out:
1. It requires some very specific trick to be exploited (such as the trick of assigning a bomber to a digger who falls into an exit before he explodes). Once you know the trick, you're going to know what to do in every level that uses the talisman, because it's just a "do you know this trick?" check.
2. Or, the skill can just be assigned in a way that does nothing besides using up the skill. Most skills are easily wasted either by assigning them where they won't achieve anythign (eg. a basher not near a wall, a permanent skill to a lemming who's about to exit anyway, a blocker to a lemming who was going to die anyway).
And I think in practice, even most attempts at #1 would turn into #2.