Maybe having a single thread for all 1500+ levels is a bit much, and it would still be better to have one per pack. Anyway, I haven't read the rest of this thread yet, but wanted to comment on a minor inequality and a bust. I played Giraffe first as it had the least downloads at the time.
#28 (Androidal) in ms you can boost backwards off the ff at (9,7). Not much of a difference, but still wanted to say something, and it's not hard to make it equal by adding another ff. Same kind of thing with #29 (Fibonacci) at (12,15), though that is even less significant. (Talking of which, that level (#29) really needs a higher time limit; it's currently five minutes and it take almost four minutes to play through even with familiarity of the level.)
#32 (Death Box) seems busted by just pushing a block onto the blue button. I earlier thought this was the intended solution, but now took a better look and there is a longer solution that was probably the intended one. I have a suggestion for how to fix this, but it comes with a stupid stipulation: if you implement my suggestion, I would appreciate it if you also kept the aesthetics of the mechanism intact (they are only visible in an editor anyway). Here's a picture of what I was thinking:
Note the monster order and the gravel under the other tank. Now if the tank button (19,22) is pressed with a block, the exit is still not reachable; however, if the socket is opened and the blue button there is pressed, the level works as before. This works in both ms and lynx. If the mechanism is hard to reconstruct from the picture, I can send an edited version of the level upon request.
So far have had quite a bit of fun playing! Am trying to play through one pack per week, and not forcing myself to finish every level if skipping one here and there is otherwise more efficient.
-Miika
#28 (Androidal) in ms you can boost backwards off the ff at (9,7). Not much of a difference, but still wanted to say something, and it's not hard to make it equal by adding another ff. Same kind of thing with #29 (Fibonacci) at (12,15), though that is even less significant. (Talking of which, that level (#29) really needs a higher time limit; it's currently five minutes and it take almost four minutes to play through even with familiarity of the level.)
#32 (Death Box) seems busted by just pushing a block onto the blue button. I earlier thought this was the intended solution, but now took a better look and there is a longer solution that was probably the intended one. I have a suggestion for how to fix this, but it comes with a stupid stipulation: if you implement my suggestion, I would appreciate it if you also kept the aesthetics of the mechanism intact (they are only visible in an editor anyway). Here's a picture of what I was thinking:
Note the monster order and the gravel under the other tank. Now if the tank button (19,22) is pressed with a block, the exit is still not reachable; however, if the socket is opened and the blue button there is pressed, the level works as before. This works in both ms and lynx. If the mechanism is hard to reconstruct from the picture, I can send an edited version of the level upon request.
So far have had quite a bit of fun playing! Am trying to play through one pack per week, and not forcing myself to finish every level if skipping one here and there is otherwise more efficient.
-Miika