TomatoLems [Difficulty: Easy-Medium]

Started by The Tomato Watcher, March 08, 2026, 02:43:41 AM

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Swerdis

#15
Despite being certainly a step up in terms of difficulty, the Tense-rank was not a hard as I thought - with one notable exception. My favourite levels ware Tense 1, Tense 8 and Tense 9.

Spoiler
Panic

1 - Help is on the way!

Repeat of Tense 7 and much easier than that. I think both levels should be swapped. This here is what came immediately in my mind when I first saw this level.

2 - Lemming-lime soda

I thought about the bottom route pretty early, but didn't think I could make it past the bucket without using a terrain-removing skill. So I was a bit surprised that the Lemming easily walked over the handle. Which solved the level.

3 - Tension

Another repat and a very good level. It's a bit of a playground with multiple solutions possible I assume. I had lots of skills left here.

4 - Freezer Burn

From hot to cold. The steam blower kills all the Lemmings from the upper entrance instantly, so one from the other hatch has to save them by building a bridge. This is not so easy as it requires some devious tricks such as interrupting a basher midstroke to gain height. Interesting however, that the pioneer is able to walk just beneath the steam blower without getting hit.

5 - The Serpent

This one is all about squeezing the crowd together as much as possible. I assigned three climbers to bring one through the trap. The rest is pretty standard.

6 - Lemming Replacement Therapy

Hard and pretty annoying level. Key was when I found out that three Miners at the bottom were enough (not four what I had thought before). This allowed me to make one more Lemming a miner at the start and delayed this particular Lemming - which was crucial.

7 - Be the girl you wann be

Easy one. Starting inside a bomber's hole, a basher can bash all the way right to the exit. In the end, some mid-stroke interruptions will do.

8 - Cave-divers

Builderless level. The only possible path is not hard to see. It's still not an easy level and this is because of the rock-crusher-trap. When the crowd arrives there, one Lemmings should have a small lead to make a digger hole and then bash. Increasing the Release rate to the max might help here.

9 - A Death-Defying Stunt

Like the first version, a hard level for me. I was too much focused on a specific solution which finally did not work - I thought I would need a second pioneer that turns around in the basher-tunnel. In the end, the solution was more straightforward than I had expected. Good level, nonetheless.

10 - The Four Horseman and the Apocalypse

This is a great level. When I thought I had it, I realized that I was one basher short, but then I spared one at the left side. I didn't use any of the four blockers - so it's maybe a slight backroute.

All my solutions can be found here: https://www.youtube.com/@Swerdis

The Tomato Watcher

Thanks for playing through the pack, Swerdis, and I really appreciate all the feedback.

I just put out V3, partly with the help of your feedback (and partly with the help of everyone else's feedback and replays of course, as well as roundthewheel's recent streams). Hopefully the pack is now even more fun for future players :]