03-Jun-2013, 2:03 PM
Time to dust off the Chipping apparatus and try my hand again...selected comments below.
Cardboard Pack:
1 (Ladder to Heaven) is somewhat repetitious, but defines a goal to ascend towards (and heaven is a fine goal to reach!) and thus escapes any negative implications of such word.
2 (Think Outside The Block) doesn't allow me to see either alternative block source, and I was initially miffed, but it's still rather obvious where to find them. I could figure out the direct path was a sham the same as Obstacle Course (3.118) rather easily.
3 (Around And Again) brought back Everybody Got Dangerous and pi.dat memories in turn, and is a definite favorite.
4 (Touch Force Floor, Get Dizzy) is too messy, incoherent, and lacking a definite objective to recommend.
With the problem of missing checkpoints fixed, 8 (Shooting Star) receives my strong recommendation.
13 (Gravity Distortion) is incredible, with its length the only sticking point; the concept is sturdy enough to last a while.
14 (Think, Chip, Think) is one of those levels which is short but brilliant for teaching and entertainment; my solution is relatively basic, but it takes nothing away from the fun.
Nothing much to say about 20 (Chord); I barely played this one because nothing really stands out.
I have always heavily championed 21 (Upstream) for its puzzle, aesthetic, and thematic progression, and clearly directed goal. Must make CCLP1.
The desert atmosphere of 26 (Badlands) is eminently memorable and, though the level is rather scattered, it fits the theme as such.
27 (Finders Keepers) is one of the rare excellent ultra-short simple levels; I can truly enjoy playing this over again.
35 (Locked Up) reminded me of Switch Hit and the Warehouses in a favorable way: unclogged and not too full of shenanigan paths.
36 (Extreme Course) was an instant love. Challenging and multifaceted but accessible, enjoyable, and coherent, it ought to make the final product.
The theme and aesthetics of 38 (Blue Island) are well-executed throughout, and the space efficiency is admirable; I initially thought I had busted the northwest section slightly, but I do find the mixture of required elements (one block to explode one of the bombs, another to open the trap permanently) more interesting than simply requiring seven gliders to explode seven bombs, or even to explode six and hold down one trap.
39 (What's Rightfully Mine) has been a perennial favorite. I won't lose my enjoyment of this even after optimizing it to death.
I initially thought 40 (Right-Roving Monsters) was simpler than it should have been by looks, but I find it a visually appealing and not too strenuous level that would fit wonderfully into early to mid-CCLP1.
41 (Back to the Drawing Board) prizes space efficiency and recycling previous elements, favorite aesthetics of mine and contributing to another perfect rating.
42 (Slide of 25 Trials) obviously references Pit of 100 Tiles and was fun to optimize, but offers too many collision chances for many casual players, some of them very difficult to spot; when the hardest to avoid is near the end, it's tougher to enjoy, and hence my rating was imperfect.
43 (Courtyard) is another popular level I will recommend again.
45 (Compact), unlike other ultra-simple levels, has practically nothing going for it; I don't rate many levels 1/5, but I can't justify anything higher.
47 (Here We Go Round) was better-received by me than other Let's Players, and was rather instinctive to solve, but I still committed execution blips. Not my fault, so perfect rating on this ingenious concept!
48 (BlobJail) is too tedious and monotonous to recommend at all, and the degree of blob invasions mean the level becomes extremely unpredictable and stays that way after over 10 minutes of playing, thus leading to many potential maddening deaths that are at the bottom of any CCLP1 player's wishlist, indeed any newcomer's.
50 (Bridges for Bugs) is still moderately tedious, but the clearer and more engaging objective grants it additional points.
Flouncy Pack:
4 (Secret Passages) is inventive; very open-ended design and room for error make it welcome into CCLP1's earlier regions.
5 (Tangled Web) has a brilliant concept, but I found myself blindly running into the fire, water, or bomb on multiple occasions. Window shopping is significantly less effective than it ought to be in this type of level. It might be wise to leave a safe floor space.
6 (Tank Race) was deliciously tricky, especially for such a small space. I had the faulty idea of spinning the glider around the level and deflecting off a block at [1, 10] to give myself additional time to control the tank, as well as the idea to switch the toggles before running, but didn't put the solution together.
7 (Dictator Blob) was initially terribly frustrating, but its easy decrement of craziness helps gain my votes back. I specialize in de-frustration mechanisms inside my own designing.
I will echo the praise of 13 (Sphinx) elsewhere. The visuals created by clone blocks are astounding, and the confusion with real blocks is minimal.
I do not approve of a 30-second wait at the beginning of every attempt at 14 (Freedom or Die), also considering some potential death traps later on in the level. I will vote this level much higher if this complaint is addressed.
15 (Frozen Maze) is heavily derivative of Arcticflow with some sections almost verbatim lifted from its ice maze, and like it, suffers from a 50-second downtime at the beginning; thankfully, you cannot die except by timing out, but I don't think the level merits a place in CCLP1.
That's all I've got on hand for now. Can't go back to spending hours on this game again when I have school starting.
Cardboard Pack:
1 (Ladder to Heaven) is somewhat repetitious, but defines a goal to ascend towards (and heaven is a fine goal to reach!) and thus escapes any negative implications of such word.
2 (Think Outside The Block) doesn't allow me to see either alternative block source, and I was initially miffed, but it's still rather obvious where to find them. I could figure out the direct path was a sham the same as Obstacle Course (3.118) rather easily.
3 (Around And Again) brought back Everybody Got Dangerous and pi.dat memories in turn, and is a definite favorite.
4 (Touch Force Floor, Get Dizzy) is too messy, incoherent, and lacking a definite objective to recommend.
With the problem of missing checkpoints fixed, 8 (Shooting Star) receives my strong recommendation.
13 (Gravity Distortion) is incredible, with its length the only sticking point; the concept is sturdy enough to last a while.
14 (Think, Chip, Think) is one of those levels which is short but brilliant for teaching and entertainment; my solution is relatively basic, but it takes nothing away from the fun.
Nothing much to say about 20 (Chord); I barely played this one because nothing really stands out.
I have always heavily championed 21 (Upstream) for its puzzle, aesthetic, and thematic progression, and clearly directed goal. Must make CCLP1.
The desert atmosphere of 26 (Badlands) is eminently memorable and, though the level is rather scattered, it fits the theme as such.
27 (Finders Keepers) is one of the rare excellent ultra-short simple levels; I can truly enjoy playing this over again.
35 (Locked Up) reminded me of Switch Hit and the Warehouses in a favorable way: unclogged and not too full of shenanigan paths.
36 (Extreme Course) was an instant love. Challenging and multifaceted but accessible, enjoyable, and coherent, it ought to make the final product.
The theme and aesthetics of 38 (Blue Island) are well-executed throughout, and the space efficiency is admirable; I initially thought I had busted the northwest section slightly, but I do find the mixture of required elements (one block to explode one of the bombs, another to open the trap permanently) more interesting than simply requiring seven gliders to explode seven bombs, or even to explode six and hold down one trap.
39 (What's Rightfully Mine) has been a perennial favorite. I won't lose my enjoyment of this even after optimizing it to death.
I initially thought 40 (Right-Roving Monsters) was simpler than it should have been by looks, but I find it a visually appealing and not too strenuous level that would fit wonderfully into early to mid-CCLP1.
41 (Back to the Drawing Board) prizes space efficiency and recycling previous elements, favorite aesthetics of mine and contributing to another perfect rating.
42 (Slide of 25 Trials) obviously references Pit of 100 Tiles and was fun to optimize, but offers too many collision chances for many casual players, some of them very difficult to spot; when the hardest to avoid is near the end, it's tougher to enjoy, and hence my rating was imperfect.
43 (Courtyard) is another popular level I will recommend again.
45 (Compact), unlike other ultra-simple levels, has practically nothing going for it; I don't rate many levels 1/5, but I can't justify anything higher.
47 (Here We Go Round) was better-received by me than other Let's Players, and was rather instinctive to solve, but I still committed execution blips. Not my fault, so perfect rating on this ingenious concept!
48 (BlobJail) is too tedious and monotonous to recommend at all, and the degree of blob invasions mean the level becomes extremely unpredictable and stays that way after over 10 minutes of playing, thus leading to many potential maddening deaths that are at the bottom of any CCLP1 player's wishlist, indeed any newcomer's.
50 (Bridges for Bugs) is still moderately tedious, but the clearer and more engaging objective grants it additional points.
Flouncy Pack:
4 (Secret Passages) is inventive; very open-ended design and room for error make it welcome into CCLP1's earlier regions.
5 (Tangled Web) has a brilliant concept, but I found myself blindly running into the fire, water, or bomb on multiple occasions. Window shopping is significantly less effective than it ought to be in this type of level. It might be wise to leave a safe floor space.
6 (Tank Race) was deliciously tricky, especially for such a small space. I had the faulty idea of spinning the glider around the level and deflecting off a block at [1, 10] to give myself additional time to control the tank, as well as the idea to switch the toggles before running, but didn't put the solution together.
7 (Dictator Blob) was initially terribly frustrating, but its easy decrement of craziness helps gain my votes back. I specialize in de-frustration mechanisms inside my own designing.
I will echo the praise of 13 (Sphinx) elsewhere. The visuals created by clone blocks are astounding, and the confusion with real blocks is minimal.
I do not approve of a 30-second wait at the beginning of every attempt at 14 (Freedom or Die), also considering some potential death traps later on in the level. I will vote this level much higher if this complaint is addressed.
15 (Frozen Maze) is heavily derivative of Arcticflow with some sections almost verbatim lifted from its ice maze, and like it, suffers from a 50-second downtime at the beginning; thankfully, you cannot die except by timing out, but I don't think the level merits a place in CCLP1.
That's all I've got on hand for now. Can't go back to spending hours on this game again when I have school starting.