13-Jul-2015, 4:45 PM
I've played through quite a bit of your set, I'm enjoying it so far. Your levels are very elegantly designed and straight forward, this makes playing through them a breeze. I seldom feel like the solution is out of sight when playing, which is nice for a change. I'm looking forward to getting to the harder levels. Even though I feel like your set is one where the sum of the parts is what makes it great, I'm gonna give a level-by-level review of (most of) the ones I've played through so far:
1-9: Simple, nice lesson levels, I like the inclusion of teaching the player that certain things needs to be performed before others.
10: A good threshold between the lessons and the real levels
11-15: More lesson levels, I like how thorough your set is with this, so that new players can go into your set as well.
16: Nice examination level.
17: Very elegant and neatly designed lesson. I quite liked this one.
18: A good level teaching you further block-pushing principles. I liked the layout of it.
19: Ok level, a bit long with some repetitive sections (this is not because of my stupid failure on it
)
20: Again, I really like how thorough the lessons are in teaching about more general principles you need to learn.
21: A lot of monster dodging which really requires you to learn their patterns, which does it's job but not too fun in practice.
22: Really nice map which tests your knowledge of the more advanced lessons. The difficulty curve is very evenly increased, which is nice.
23: An ok map, but I didn't really do the namesake of the level, I just rushed through it.
24: Short and compact level that introduces more complex principles regarding buttons. Very nicely designed.
25: A flavorful excursion to the other levels. Which in itself is nice, even though the level was merely ok.
26: Not a big fan of ice mazes.
27: I like how compact and clean these lesson levels are, they're a breeze to play through.
28: I too, did not get the hint. So it felt a bit trial and error. Never been a fan of pop-up wall mazes though.
29: I slightly harder and more esoteric in design compared to previous levels. It provides a nice change of pace.
30: Given that I normally do not like pure monster-dodging levels, I was pleasantly surprised with this one. Good level of effort needed, and again, very neatly designed.
31: Nice, short level.
32: Seems a bit like an extension of the previous level, even though it has a clean design I didn't find it all to interesting or fun.
33: Great level with some new interactions not seen so far in the set. Fun to play.
34: This one is a bit of a mess to look at. Not a big fan (I played the one with custom floors though).
35: Not really doing much for me. Feels a bit aimless.
36: Cute level which requires some thought. Force field sections feels a bit unnecessary.
37: Pun title is a plus, and the sandbox game play coupled with the performance effort required made it challenging and rewarding.
Again, I really like the approach of your level set and the very even difficulty curve, which really eases you into the set.
That CC2 level looks really cool too, btw
1-9: Simple, nice lesson levels, I like the inclusion of teaching the player that certain things needs to be performed before others.
10: A good threshold between the lessons and the real levels
11-15: More lesson levels, I like how thorough your set is with this, so that new players can go into your set as well.
16: Nice examination level.
17: Very elegant and neatly designed lesson. I quite liked this one.
18: A good level teaching you further block-pushing principles. I liked the layout of it.
19: Ok level, a bit long with some repetitive sections (this is not because of my stupid failure on it

20: Again, I really like how thorough the lessons are in teaching about more general principles you need to learn.
21: A lot of monster dodging which really requires you to learn their patterns, which does it's job but not too fun in practice.
22: Really nice map which tests your knowledge of the more advanced lessons. The difficulty curve is very evenly increased, which is nice.
23: An ok map, but I didn't really do the namesake of the level, I just rushed through it.
24: Short and compact level that introduces more complex principles regarding buttons. Very nicely designed.
25: A flavorful excursion to the other levels. Which in itself is nice, even though the level was merely ok.
26: Not a big fan of ice mazes.
27: I like how compact and clean these lesson levels are, they're a breeze to play through.
28: I too, did not get the hint. So it felt a bit trial and error. Never been a fan of pop-up wall mazes though.
29: I slightly harder and more esoteric in design compared to previous levels. It provides a nice change of pace.
30: Given that I normally do not like pure monster-dodging levels, I was pleasantly surprised with this one. Good level of effort needed, and again, very neatly designed.
31: Nice, short level.
32: Seems a bit like an extension of the previous level, even though it has a clean design I didn't find it all to interesting or fun.
33: Great level with some new interactions not seen so far in the set. Fun to play.
34: This one is a bit of a mess to look at. Not a big fan (I played the one with custom floors though).
35: Not really doing much for me. Feels a bit aimless.
36: Cute level which requires some thought. Force field sections feels a bit unnecessary.
37: Pun title is a plus, and the sandbox game play coupled with the performance effort required made it challenging and rewarding.
Again, I really like the approach of your level set and the very even difficulty curve, which really eases you into the set.
That CC2 level looks really cool too, btw
