Very nice set; a lot of inspiring ideas here!
MAGMA BOX: very nice, it's a dodging level with a lot of interest, quite unique. Great design too.
Blob Block: Amazing level! awesome concept and design and I love the bonus challenge. So far, I've found making bonus challenges in my own levels difficult to think up, this is a perfect example of a good one.
Blindess: An amazing concept! However; I must agree with Joshua Bone ; that red button is mean, because it tricks the player in thinking the mimic died and they might restart immediately, and the blue keys seem useless imo. Also I think the level could be reduced in size quite a bit and still be difficult but fun. I like these type of levels a lot.
Until now, I never thought of a use for the "hide logic" option!
Sticky Keys: Although I like the concept it's visually very hard on the eyes imo. This is a pretty biased opinion. It almost reminds me of an old custom level by someone called "Bad for the eyes" which was walkers on top of theifs in Microsoft graphics; not a very good level [sorry to whoever made that one] Perhaps a similar concept could be made but with a different set of items or somehow so the contrast between the walls is easier to see/nicer to look at.
Arts, Charts
This was a good one. I particularly liked the red teleporter room. The time limit adds a challenge to it; otherwise it wouldn't be as interesting.
blob Block 2 is a neat idea but the level of mental multitasking required here is I think insane! But that just might be me; I don't have any suggestions to offer I'm sorry.
LINEAR ACCESS seems like a very fun level but I didn't get time to play this one yet.
in Memory machine: while I have not really attempted this level at all yet; a minor thing about appearances;
are all of those no-eyeball signs really necessary? couldn't you just have them around the borders of the rooms they are needed so you can't enter with them? I'm only saying that because with so many it's imo sort of an eye-sore [no pun intended]
Now I see that [well I'm guessing] the purpose of all the no signs are to prevent you from dropping items there.
MAGMA BOX: very nice, it's a dodging level with a lot of interest, quite unique. Great design too.
Blob Block: Amazing level! awesome concept and design and I love the bonus challenge. So far, I've found making bonus challenges in my own levels difficult to think up, this is a perfect example of a good one.
Blindess: An amazing concept! However; I must agree with Joshua Bone ; that red button is mean, because it tricks the player in thinking the mimic died and they might restart immediately, and the blue keys seem useless imo. Also I think the level could be reduced in size quite a bit and still be difficult but fun. I like these type of levels a lot.
Until now, I never thought of a use for the "hide logic" option!
Sticky Keys: Although I like the concept it's visually very hard on the eyes imo. This is a pretty biased opinion. It almost reminds me of an old custom level by someone called "Bad for the eyes" which was walkers on top of theifs in Microsoft graphics; not a very good level [sorry to whoever made that one] Perhaps a similar concept could be made but with a different set of items or somehow so the contrast between the walls is easier to see/nicer to look at.
Arts, Charts
This was a good one. I particularly liked the red teleporter room. The time limit adds a challenge to it; otherwise it wouldn't be as interesting.
blob Block 2 is a neat idea but the level of mental multitasking required here is I think insane! But that just might be me; I don't have any suggestions to offer I'm sorry.
LINEAR ACCESS seems like a very fun level but I didn't get time to play this one yet.
in Memory machine: while I have not really attempted this level at all yet; a minor thing about appearances;
are all of those no-eyeball signs really necessary? couldn't you just have them around the borders of the rooms they are needed so you can't enter with them? I'm only saying that because with so many it's imo sort of an eye-sore [no pun intended]
Now I see that [well I'm guessing] the purpose of all the no signs are to prevent you from dropping items there.
my CC2 sets: Mobi's Challenge (166 levels)
Walls of CCLP2 (V2) presently: ~50 levels
"Not knowing how near the truth is, we seek it far away."
-Hakwin Rinzai
"Yeah, well, that's just, like, your opinion, man"
-'The Dude' Lebowski
Walls of CCLP2 (V2) presently: ~50 levels
"Not knowing how near the truth is, we seek it far away."
-Hakwin Rinzai
"Yeah, well, that's just, like, your opinion, man"
-'The Dude' Lebowski