I have a question about Level 26: Mesopothames. I really loved this level when I played it in its original set, ArchieP1. But there is a difference for some reason. Looking back on my replay from that set, when I filled all four "homes," the tank guarding the exit was still, frozen, facing up actually. I assumed this was the intent of the level and I thought the concept was amazing. However, when I played it again, in the Kimono pack, the tank was still going back and forth and I had to time it just right to make it. I'm wondering why the difference? This is crucial because it means waiting till the end to have a tricky, skill-based, timing bit that would be pretty cruel for beginners. Did anybody else notice this? It could be the difference between a 5 star level and a much lower rating.
Other notes:
Level 4: Blue Key - Ironic how the blue key isn't needed
Level 12: Combinations - Amazing. Much better than the other level called "Combinations" that was seen in an earlier voting pack. Although it is very easy to know which path goes with what combination of boots because they are basically labeled, I still messed up once because the third room looks like it could go with skates and force boots.
Level 28: Colorful Archipelago - Legend may speak of an isle where flippers are abundant, but I could not find a way to get to it. Although easy to find, it doesn't seem to be possible to get there. I even looked on the map. Am I missing something?
Level 31: Lesson the 5th - I don't think this should be the lesson level for blocks and traps, but it would be good for CCLP1 just as a generic level. Whoever made the "Lesson the x" levels does a really good job with them.
Level 44: Hot Thing - Way too long and tedious for the evil ending.
Level 45: Lesson 2 - As with level 31, I don't know if this should be a lesson level in CCLP1, but it probably still has a place somewhere in the set.
Level 47: Icing on the Cake - An OK level aside from the ending which I had assumed I messed up and restarted, and I'm sure others will.
Level 50: Funfair - I was not convinced that the free teeth couldn't get me while I was helplessly sliding through that room.
~Bowman
Other notes:
Level 4: Blue Key - Ironic how the blue key isn't needed
Level 12: Combinations - Amazing. Much better than the other level called "Combinations" that was seen in an earlier voting pack. Although it is very easy to know which path goes with what combination of boots because they are basically labeled, I still messed up once because the third room looks like it could go with skates and force boots.
Level 28: Colorful Archipelago - Legend may speak of an isle where flippers are abundant, but I could not find a way to get to it. Although easy to find, it doesn't seem to be possible to get there. I even looked on the map. Am I missing something?
Level 31: Lesson the 5th - I don't think this should be the lesson level for blocks and traps, but it would be good for CCLP1 just as a generic level. Whoever made the "Lesson the x" levels does a really good job with them.
Level 44: Hot Thing - Way too long and tedious for the evil ending.
Level 45: Lesson 2 - As with level 31, I don't know if this should be a lesson level in CCLP1, but it probably still has a place somewhere in the set.
Level 47: Icing on the Cake - An OK level aside from the ending which I had assumed I messed up and restarted, and I'm sure others will.
Level 50: Funfair - I was not convinced that the free teeth couldn't get me while I was helplessly sliding through that room.
~Bowman
~Bowman