Rat 1 - A nice short level to open up the pack. The art already looks great!
Rat 2 - Clean level using laserer and slider. I like the way the slider is used at the end to avoid the lemming getting stuck in a loop, usually the slider is the cause of this!
Rat 3 - Puzzle revolving around continuing a shimmier on the underside of a bridge. This is level is presumably to introduce this tech for later levels, and is a nice level to showcase this cocnept in a way that is discoverable.
Rat 4 - A fun one lemming level navigating the terrain with the slider + jumper.
Rat 5 - Nice use of the zombie on this level to open up the path for the crowd and setup the switcher ready for the neutral to exit.
Rat 6 - The teleporters on this were quite intimidating at first to work out where they all went! However, it turns out they all follow on from each other, but still a bit of care is needed to make sure the you don't leave a lemming stranded somewhere. Nice level.
Dog 1 - Great 2 of everything level and a bit of a step up in difficulty too! Navigating around the laser traps while avoiding a deadly fall makes a nice challenge.
Dog 2 - Another good level. Working out the path for the crowd isn't too tricky but you still have to get the worker lemming to build it effeciently. I did have a platformer and some movement skills leftover, but maybe that is to open up other options?
Dog 3 - I really like this as a follow on from Rat 5 and using the zombies to disarm the switchers. The way the jumper pickups are used at the end is a fun detail too.
Dog 4 - Great level

- Seems fairly open to multiple solutions but the difficulty is in effeciently using the skills to reach the various pickups without sealing off the way for the neutrals.
Dog 5 - Another nice puzzle using neutral lemmings + sealing up the walls with the stacker. The skills provided on this are quite generous which made it a bit easier than 4 for me.
Dog 6 - Very good level to end the rank on, and nice ramp up in difficulty too. The path the worker needs to take on this is not obvious and it is easy to run out of skills constructing it.
Tiger 1 - What needs to happen is fairly clear on this one, though my first attempt I tried to build out of the pit first.
Tiger 2 - Really good level and one of my favorites of the rank - I enjoyed the way all the parts of this played out, and reaching the 2nd switch at the end does take a bit of care.
Tiger 3 - This is a brilliant (and difficult) puzzle

- I think possibly more tricky than some in the Ox rank. There are a lot of options for how the workers can be used, and skills can easily run out tunneling back too.
Tiger 4 - Very nice level. The way the cloned miner is used on this to mine out from the centre of the statue is a great idea.
Tiger 5 - A large level with lots of one-way walls is quite scary at first appearances! The key to this level was spotting where the first cloner needed to be used to have enough skills to deal with the area at the end.
Tiger 6 - Another very big level and definitely a step in difficulty - I think is probably one of the hardest levels in the pack! The overall ideas in this level are clever and the path the crowds need to take is fun to work out, but a couple of parts of this level combined to make executing the solution a bit frustrating for me: (1) A couple too many cloner assignments on the downward walls to rescue the neutrals & (2) The laser trap near the exit would kill the worker off-screen while trying to frame step to do if I didn't multi-task during (1).
Ox 1 - A bit of a breather after tiger 6, but still a nice level with sending the shimmiers over.
Ox 2 - Really nice level using a combination of methods to get over the buildings in an interesting way. Definitely a very nice looking level too.
Ox 3 - Brilliant level, another favourite of mine

- I managed to save 2 over the requirement here which i was quite pleased with. The central area requires sending out multiple workers which certainly made the solution a bit trickier to find!
Ox 4 - Nice puzzle combining navigating & skill effeciency. It can be quite easy to be off by one skill on this one, I managed to save a skill above the big waterfall but i wonder if is possible in other places too.
Ox 5 - Nice level very much focused on getting the workers to hit the flags and end up in the right spot so you can bash the way to the exit - rather than being specifically limited on destructive skills.
Ox 6 - Fantastic end of rank level with needing to send the two crowds along two different routes after they go through the crossover in the middle.
Dragon 1 - Great start to the rank! The way the terain was used on this one is great, and the slider requires some care here too otherwise it can get stuck in a cycle on the edges of the floors.
Dragon 2 - Tricky level, sending the basher along the top to free the crowd was satisfying. Even with spotting how the basher was used managing to reach all the buttons without running out of destructive skills wasn't easy.
Dragon 3 - The main challenge on this one was in working out how to manage reaching the top area given the wall obstacle. I imagine there are probably more effecient ways than I managed!
Dragon 4 - Brillaint level

- and it's a builderless level too! Managing the crowd through each area was a really nice puzzle. One of my favourites of the pack.
Dragon 5 - Nice open level, I was very pleased I found a save-all solution on this one.
Dragon 6 - Great level to end the pack on. The symmetrical use of the skills at the start was nice to see. I also liked how the glider was used to send lemmings onto the arms with the buttons, though some of the splat heights here were by quite a small margin. There was a nice twist at the end with the solution to the middle area requring breaking the symmetry of the level.
Dragon 7 - Credits
