I've played through version number 1.3.0 (and some levels I missed before), here's my feedback:
15 RIVER
I really like these levels as companion pieces to the longer levels: levels with not many variables to solve the puzzle, but is tricky nevertheless. I solved it in another way than the replay;
. Really fun level.
17 MORE TANKS
After reading what you had to say I got how it was supposed to work. It's a very interesting and cool concept, but I personally was pretty satisfied with tank-controlling hijinks after the first Tanks. It's a different kind of puzzle where you have to get into another mind frame, so I think others may enjoy this more than me.
20 MOROS' CAMPAIGN
This is a very carefully sculpted level, and it shows. One of the levels I was drawn into early on, it has a very nice layout. I was clueless at first however where to go, after some playing I managed to get all the chips except for the two at the end of the flamethrower path (I tried to solve that part multiple times but I'm pretty stuck there). As far as I've come this is probably my favorite of the new levels, however there is some things I think could be better: there is a lot of wires on this level that go pretty far - it's hard to see what they are doing and how to adjust your strategy after them. Also it's a lot of options available for you and no real direction available; it both contributes to the flavor of the level while also making it hard to formulate a plan of attack. From what I've played so far however I think it's one of your better levels with a fresh design.
21 SIMPLE FIERY MAZE
Very literal title . Straight forward level but kinda generic. The addition of the block you could move and the fire boots was nice though.
22 SET AND RESET
Naturally when seeing all those wires I was a bit taken back. Once I started experimenting with the level it was less complicated than I thought. The solitary focus of the level made the concept go down easily. A smart and fun to play level.
23 BUILDING A BRIDGE
Short and sweet sandbox-y level, neither too hard nor too easy. I liked it.
24 ALL THAT YELLOW
I like how some components seems haphazardly placed but are really integral to the level. Fun level, very neatly designed and compact.
25 OH NO! MORE PUSHING
This level. Woah. I think I can pull off the opening glider guiding and red key sokoban while sleeping due to the many times I've repeated it. I had a very difficult time with the yellow key sokoban, so personally this level was really hard for me. The fact that there was more sections after that made me a bit fatigued, thankfully they are much easier than the yellow key sokoban. The solution for the fireball problem I used seemed a bit off, and looking at your solution it was not the same as yours
. This level was very hard for me, but in a good way. As a bonus it was also nice to look at.
26 100 SWITCHES
I did not understand the first hint, the grammar feels a bit off. I messed around on this a bit without any help from the hints, but without any idea of the logic behind it it was just guesswork (which I'm guessing it's not). I think a better worded hint is needed here.
RESTRICTIONS is really cool too btw, I actually had the same idea myself. Embarassingly enough I'm stuck on the last puzzle, but I think I can write that off to my brain being cooked after level number 25 .
As always, your levels are hard, neatly designed, usually with a constricted space to work in. I find myself spending a lot of time with most of them in order to solve them, I almost always know what I'm supposed to do (which is awesome), just not how to execute it properly. My biggest (and highly subjective, so take it as you will) gripe as before is the generic naming of the levels; I think it's fine with having literal titles for levels, but when almost every level has a plain as day title I become less excited about playing them. And I think a lot of your levels are great and deserve a good presentation. But I'm superficial like that
15 RIVER
I really like these levels as companion pieces to the longer levels: levels with not many variables to solve the puzzle, but is tricky nevertheless. I solved it in another way than the replay;
17 MORE TANKS
After reading what you had to say I got how it was supposed to work. It's a very interesting and cool concept, but I personally was pretty satisfied with tank-controlling hijinks after the first Tanks. It's a different kind of puzzle where you have to get into another mind frame, so I think others may enjoy this more than me.
20 MOROS' CAMPAIGN
This is a very carefully sculpted level, and it shows. One of the levels I was drawn into early on, it has a very nice layout. I was clueless at first however where to go, after some playing I managed to get all the chips except for the two at the end of the flamethrower path (I tried to solve that part multiple times but I'm pretty stuck there). As far as I've come this is probably my favorite of the new levels, however there is some things I think could be better: there is a lot of wires on this level that go pretty far - it's hard to see what they are doing and how to adjust your strategy after them. Also it's a lot of options available for you and no real direction available; it both contributes to the flavor of the level while also making it hard to formulate a plan of attack. From what I've played so far however I think it's one of your better levels with a fresh design.
21 SIMPLE FIERY MAZE
Very literal title . Straight forward level but kinda generic. The addition of the block you could move and the fire boots was nice though.
22 SET AND RESET
Naturally when seeing all those wires I was a bit taken back. Once I started experimenting with the level it was less complicated than I thought. The solitary focus of the level made the concept go down easily. A smart and fun to play level.
23 BUILDING A BRIDGE
Short and sweet sandbox-y level, neither too hard nor too easy. I liked it.
24 ALL THAT YELLOW
I like how some components seems haphazardly placed but are really integral to the level. Fun level, very neatly designed and compact.
25 OH NO! MORE PUSHING
This level. Woah. I think I can pull off the opening glider guiding and red key sokoban while sleeping due to the many times I've repeated it. I had a very difficult time with the yellow key sokoban, so personally this level was really hard for me. The fact that there was more sections after that made me a bit fatigued, thankfully they are much easier than the yellow key sokoban. The solution for the fireball problem I used seemed a bit off, and looking at your solution it was not the same as yours
26 100 SWITCHES
I did not understand the first hint, the grammar feels a bit off. I messed around on this a bit without any help from the hints, but without any idea of the logic behind it it was just guesswork (which I'm guessing it's not). I think a better worded hint is needed here.
RESTRICTIONS is really cool too btw, I actually had the same idea myself. Embarassingly enough I'm stuck on the last puzzle, but I think I can write that off to my brain being cooked after level number 25 .
As always, your levels are hard, neatly designed, usually with a constricted space to work in. I find myself spending a lot of time with most of them in order to solve them, I almost always know what I'm supposed to do (which is awesome), just not how to execute it properly. My biggest (and highly subjective, so take it as you will) gripe as before is the generic naming of the levels; I think it's fine with having literal titles for levels, but when almost every level has a plain as day title I become less excited about playing them. And I think a lot of your levels are great and deserve a good presentation. But I'm superficial like that
My levelset: https://forum.bitbusters.club/thread-1491.html
Any feedback is much appreciated!
Any feedback is much appreciated!