Industry World 1 -
Welcome to Industry World Nice two skill types level (only bombers and stoners) to start off the rank. Not too difficult, but at the same time not a complete walk in the park.
Industry World 2 - Difficult one for me. Very nice puzzle involving figuring out how to time lemmings to go into the teleporter so that they go out in the correction direction to collect the gold. I kept thinking that a lemming needs to turn around to the left at the top to get the two gold buttons at the top. Turns out this is wrong. Instead, we need to use the fact that the direction lemmings come out of the receiver depend on the direction they entered the teleporter. It also took me a while to see platforming the small gap to the left of the entrance. One of my favorites of the rank!

Industry World 3 - Once again, there were a lot of conceptual errors I made that prevented from solving the level. A lot of attempts had me one lemming short of the requirement. I kept thinking the climber that uses the teleporter was going to be lost no matter what. I also kept thinking to build and then platform over the zombies to collect the gold, but this requires bombing two of the zombies free and I would lose the climber no matter what. I also kept trying to get the lemmings compressed so that I could block in front of the locked exit while everyone else was trapped on the other side. The moment of feeling proud of using a builder to seal off the basher tunnel at the bottom was definitely short-lived, as that was another conceptual mistake. I don't know why it took me so long to see the solution here. I remember it all of a sudden came to me after eventually staring at the level long enough.
Despite this being one of the levels I stumped me badly, this is another favorite level of mine in the rank!

Industry World 4 - Much easier than the previous level, although it took me longer than it needed to. Containing the crowd inside the fencer tunnel is very clever!

Yet another favorite level of mine in the rank!

Industry World 5 -
Lemming on high Difficult one. I say the hardest part was holding back the crowd and also releasing the blocker if used. It's clear that it needs to be on top of a stack so that it can get released later. My solution here definitely feels very hackish. The part where I used a jumper to time the stacking and blocking on top of it seems unintended. It also has to be done at a specific time so that no lemming from either side can get over the stack. I almost thought I had to do a complete restart when releasing the blocker, but I was able to quickly realize that the part of the stack that remained to turn the blocker around could be used to my advantage to solve the level.
Industry World 6 -
Retrograde My solution also feels a bit hackish here, especially with getting the spacing between the lemmings right so that no one slips past the teleporter. This one wasn't as bad as I thought, but it's still challenging IMO. I don't know if it's intended for the crowd to use the teleporter. The hardest part here is certainly keeping the worker alive after he releases the zombies and forges a path for them to walk into the mine traps. That's quite clever to use them for that purpose so the others can exit safely!

I'm going to guess my solution isn't 100% intended, especially since I have a jumper left, although it might still be acceptable?
Industry World 7 - As mentioned before, this level was a hard one for me. I thought using fallers from high places to stone to make a bridge to the exit is clever!

My solution definitely is hackish here, especially since I use a stacker to turn a lemming around and I platformed above to get over the stack. I checked the intended solution after I solved the level, and I'm definitely aware of lemmings turning around inside the stoner terrain mechanic. I definitely thought about using it here on this level, but as it turns out I simply was doing so in the wrong place. Because I used the cloners differently, this was what allowed me to spare a platformer for the gap in the middle.
Industry World 8 - Yet another level that managed to stump me for a long time. I think I ended up solving this level just slightly a bit faster than Industry World 3 even though they both took me 1.5-2 days. Once again, conceptual errors on my part that prevented me from solving this level. I tried other ways to solve it, including using a floater to bridge the gap and make a splatform for the neutrals, but I would always be a builder short. I also tried to get the glider to turn around to do the same, but turns out you cannot build into terrain to turn him around for that. My biggest mistake here was thinking a basher is always used to free the neutrals in the area where you need to send a climber up the crates to get the gold buttons. I also tried to bash through the long section and get the gap bridged before the neutrals arrive, but they always come before that can be done, if you don't hold them back. I also ran into problems with using builders to turn the climber around to prevent him from going over the crate on the left. Turns out that I never thought to not assign the floater a climber so that the builders wouldn't be wasted for that. So really, it was due to incorrect builder placements, along with conceptual errors, that prevented me from solving the level.
The key here is realizing how the building needs to be done so that everyone can still go out to the right later on. This I got down somewhat quick, but it took me a long time to see the builder wall is needed to free the neutrals and floater later. I think it was simply due to me thinking that this would just use up too many builders. Of course, I'm well aware of the builder wall trick (I have solved plenty of custom level packs that require it)

Shortly after getting the level solved, I realized that the level can be solved with a builder left to spare. That is the replay solution of mine I have attached. Still, amazing that a level with a very minimal skillset but plenty of builders could be a big problem, like it was for me

Industry World 9 -
The specialist Somewhat difficult, although a bit easier than the previous level. I think it's quite easy to tell that the neutral is our allowed casualty, especially since he is a climber and therefore will climb into the fire trap after disarming the trap and collecting the gold. My solution is most definitely not intended, since I do have a couple of skills leftover, and I did check the intended solution after solving, and once again very different from mine

Industry World 10 - As seen in the final LP video, mine is very fiddly and quite timing heavy. My solution has several pixel precise skill assignments. All this time, I incorrectly raced a normal lemming to beat the neutral to the walker pickup before the final gold button is collected. Immediately after letting the intended solution play, it was clear that my solution is very different due to the start being completely different. This also told me that there's no racing of a normal lemming to beat the neutral lemming to the bottom. It still took me a while to determine that you used the zombie to infect the neutral so that it's no longer for him to collect the gold and pickups at the bottom. That's really clever!

Since my solution is just as difficult or slightly harder than the intended, I still think it's too awesome to break, although I will understand if you want to break my solution, which misses the zombie infecting the neutral trick completely anyway.