12-Mar-2016, 6:40 AM
So, I typed up a lot on these. I guess this is a thing I do now?
First, my responses to Miika's comments on my levels:
Chip count is 63 because that's where it ended up when I was done. I don't always make a specific chip count! (the rooms are 6x6 anyway so we can call it reversing 6<sup>2</sup>)
This was the first idea I had for the competition, too: I saw the layout of Caves and immediately wanted to do a different monster manipulation puzzle in the space. I like Caves anyway, don't know why it gets so much hate.
The symmetry is exactly why I went for Mice in the first place, even though at the time I had no idea what I was going to do with the space...and then I just kind of started throwing pieguy level pieces everywhere (I even went through the entirety of pi and pi^2 to see if there were any other interesting designs I could borrow from) and then I had another tribute to pieguy.
I did intend both blocks to be required and have since fixed the bust.
Anyway, thoughts on other people's levels!
Gnome: I...was not a huge fan of this level when I played it. It's short, it's simple, it's busted in two different ways (yellow key can be skipped by letting a second block clone, the chip isn't required). I like short and simple levels, but nothing here other than the force floor room is that interesting. I there was also a chip in each room I think the level would be a lot stronger, as it would add a little more to each (especially the ice room- 5 landings would fit comfortably there).
The Trouble with Mirrors: This one was fun though. Good use of the walls overall, and a very good use of teleports.
Tropical Hibiscus: Other than the Lynx issue (which has since been fixed in JoshL6, actually) this one was a ton of fun. I like levels that use elements for aesthetic purposes by giving you the corresponding boot near the beginning-bonus points if it gets taken away later to go through the same rooms again, but completely different feeling!
Fire is My Enemy: Favorite level submitted right here. The different challenges have the common theme of fire but all feel distinct from each other. It's a tricky level to solve too, but entirely doable with thinking ahead (that sokoban is notable- and that's 2 sokobans that use fire and a thief to limit movement submitted here, too!)
Mental Marvel Monastery: Glider section is too tight, appreciate all the nods to CC levels, etc. etc. etc. It wasn't as exciting to play as Fire is my Enemy though. Good level. I also find it amusing that Josh and I both made a level-concept mesh style level for this but went completely different directions with it.
Coda Liabli: I didn't find this one too interesting. The key-swapping in particular seemed designed to lead the player into a trap, which would be fine...if it didn't mean another minute of getting the flippers again.
Cornerstone: Figuring out how to reach the flippers was...wow. Not a fan of how the gliders all bunch up at the starting area, but that's what happens with the borrowed layout. Of all the levels in CCLP3, I think Jaywalker is one of the ones I least expected to see pop up! (random trivia I actually considered all 6 walls the above levels used, even gutted Same Game before realizing I had no good ideas for dealing with the exit hallway)
Tesseract: VERY good example of "just because you can do something doesn't mean you should". Pigeonholed was an odd choice, but a workable choice...and then buried unconnected traps. I hate those. Pathologically, with few exceptions (The Power of Slide Delay Compels You! says hi). It's just... why would you force someone to replay the level because they guessed wrong and couldn't have known it was even a guess? I don't care how fun your level was, making me replay it because of something like that is just frustrating (not that restarting at the end from player error isn't, but at least for me it's much less annoying)
Sonic Resonance: Hey that looks familiar...WAIT WHY WOULD ANYONE CHOOSE MY LEVEL
But seriously seeing Recess get picked was...kind of a huge surprise! (can't wait for Walls of CCLP4 so I can pointedly avoid my own levels even more) Oh and the level is cool outside of the teeth: I think other constantly moving monsters (even a blob or two!) would have been a better pick.
Ice Block Corner: I understand how this works but I don't understand how to solve this at all. I wish I did.
Ultimately my rankings would be pretty similar: swap Josh and chipster, and bring Miika up to the tie and that's how I'd do it- though obviously, I am somewhat biased towards my own levels (but since Miika put them second they can't be that bad right :V)
First, my responses to Miika's comments on my levels:
[Click to Show Content]
Quote:I enjoyed all these levels in some way, but really appreciated the work you did to Mice. Let's talk about the other two first though.Heh, I'd be lying if I denied specifically trying to design that level to be one that you would enjoy I still don't see how to reach the exit on minustwo help
Quote:<ul class="bbc">[*]I guess the lesson of Solitary RefinementI thought this level was decent overall- a nice variety level from a long backtracking heavy variety level. It might have been more interesting to try to use a similar, shifting concept in each of the rooms, but I felt that the variety idea would work well as a reinvention of the level. Did it actually work? In some places, as you noted, but other rooms (ice corner room especially) are just...there.
is that if you take a long puzzly level and duplicate it, you get a long and puzzly level. There are moments of insight here though: the first room is not trivial, the ruby road is inspired, some rooms retained some elements, and the four block sokoban is good (though I was afraid there might be a thin wall under a block). (Why is the chip count 63? There are 4 x 4 rooms of 5 x 5, so 64 wouldn't be a bad number.)</ul>
Chip count is 63 because that's where it ended up when I was done. I don't always make a specific chip count! (the rooms are 6x6 anyway so we can call it reversing 6<sup>2</sup>)
Quote:I did in fact test all of these levels in both MS and Lynx. I noticed the bug room was a little tougher due to the splash delay, and I probably should have used bombs for that part. I spent way too long messing around with small variations on the layouts of each room trying to keep them all distinct, and use a different monster in each, and have them be non-trivial, and start all the monsters in the same place!
<ul class="bbc">[*]I like the puzzles in The Salt Mines
. It must not have been easy to find interesting stuff to do in the space. Did you solve it in Lynx? The Bug room works a bit differently because it comes back sooner, though it does work. Maybe the last room is still the weakest as it requires moving all the blocks to the bombs, which was a boring final act. But then again, at least this made use of the last few tiles before the exit as well. It's a nice design overall.</ul>
This was the first idea I had for the competition, too: I saw the layout of Caves and immediately wanted to do a different monster manipulation puzzle in the space. I like Caves anyway, don't know why it gets so much hate.
Quote:And this is something we'll have to agree to disagree on: I quite like the use of invisible walls simply because I was careful to make sure every tile had something on it. The gravel/ice is where you can go, and the "floor" is where you can't.
<ul class="bbc">[*]The biggest issue I have with your third level, the one I like the most, is the use of invisible walls. This is not the type of puzzle where they really shine. Even appearing walls would have been better. The symmetry is nice though. The two things I like the most, is the difficulty and feel of the puzzles, plus the tributes/nods to several pieguy levels (Mice
, Color Wheel
, Investment
, Avalanche
, minus two, and even Road Block
in the middle?). The puzzles work (in the sense that they function and that they were enjoyable to solve), but there is one thing that I am not sure if you intended, which is that only one of the sides of the level need to be solved as one block in the middle plus dirt are enough to create the necessary nails. Did you intend for both blocks to be retrieved? I think the level is better if they are required. If I get to recommend just one level from this competition to my past self (who hasn't seen any of the levels), it might be this one.
</ul>
The symmetry is exactly why I went for Mice in the first place, even though at the time I had no idea what I was going to do with the space...and then I just kind of started throwing pieguy level pieces everywhere (I even went through the entirety of pi and pi^2 to see if there were any other interesting designs I could borrow from) and then I had another tribute to pieguy.
I did intend both blocks to be required and have since fixed the bust.
Anyway, thoughts on other people's levels!
[Click to Show Content]
Gnome: I...was not a huge fan of this level when I played it. It's short, it's simple, it's busted in two different ways (yellow key can be skipped by letting a second block clone, the chip isn't required). I like short and simple levels, but nothing here other than the force floor room is that interesting. I there was also a chip in each room I think the level would be a lot stronger, as it would add a little more to each (especially the ice room- 5 landings would fit comfortably there).
The Trouble with Mirrors: This one was fun though. Good use of the walls overall, and a very good use of teleports.
Tropical Hibiscus: Other than the Lynx issue (which has since been fixed in JoshL6, actually) this one was a ton of fun. I like levels that use elements for aesthetic purposes by giving you the corresponding boot near the beginning-bonus points if it gets taken away later to go through the same rooms again, but completely different feeling!
Fire is My Enemy: Favorite level submitted right here. The different challenges have the common theme of fire but all feel distinct from each other. It's a tricky level to solve too, but entirely doable with thinking ahead (that sokoban is notable- and that's 2 sokobans that use fire and a thief to limit movement submitted here, too!)
Mental Marvel Monastery: Glider section is too tight, appreciate all the nods to CC levels, etc. etc. etc. It wasn't as exciting to play as Fire is my Enemy though. Good level. I also find it amusing that Josh and I both made a level-concept mesh style level for this but went completely different directions with it.
Coda Liabli: I didn't find this one too interesting. The key-swapping in particular seemed designed to lead the player into a trap, which would be fine...if it didn't mean another minute of getting the flippers again.
Cornerstone: Figuring out how to reach the flippers was...wow. Not a fan of how the gliders all bunch up at the starting area, but that's what happens with the borrowed layout. Of all the levels in CCLP3, I think Jaywalker is one of the ones I least expected to see pop up! (random trivia I actually considered all 6 walls the above levels used, even gutted Same Game before realizing I had no good ideas for dealing with the exit hallway)
Tesseract: VERY good example of "just because you can do something doesn't mean you should". Pigeonholed was an odd choice, but a workable choice...and then buried unconnected traps. I hate those. Pathologically, with few exceptions (The Power of Slide Delay Compels You! says hi). It's just... why would you force someone to replay the level because they guessed wrong and couldn't have known it was even a guess? I don't care how fun your level was, making me replay it because of something like that is just frustrating (not that restarting at the end from player error isn't, but at least for me it's much less annoying)
Sonic Resonance: Hey that looks familiar...WAIT WHY WOULD ANYONE CHOOSE MY LEVEL
But seriously seeing Recess get picked was...kind of a huge surprise! (can't wait for Walls of CCLP4 so I can pointedly avoid my own levels even more) Oh and the level is cool outside of the teeth: I think other constantly moving monsters (even a blob or two!) would have been a better pick.
Ice Block Corner: I understand how this works but I don't understand how to solve this at all. I wish I did.
Ultimately my rankings would be pretty similar: swap Josh and chipster, and bring Miika up to the tie and that's how I'd do it- though obviously, I am somewhat biased towards my own levels (but since Miika put them second they can't be that bad right :V)
My CC1 levelsets: (25, 150, 149, 149, 149, 149, 60, 149, 43, +2 = 1025 total)
25 levels.dat | Ultimate Chip.dat | Ultimate Chip 2.ccl | Ultimate Chip 3.dac | Ultimate Chip 4.zip | Ultimate Chip 5 | Ultimate Chip 6 | Walls of CCLP4 | i^e
IHNN-Ultimate: 147 of my best levels (through UC5), plus 2 entirely new ones. May be overhauled soon.
My CC2 levelsets: (100, ???)
IHNN1 | IHNN2
My CC score tracker. Has lots of cool automated features!
Twitch | Youtube | Twitter
25 levels.dat | Ultimate Chip.dat | Ultimate Chip 2.ccl | Ultimate Chip 3.dac | Ultimate Chip 4.zip | Ultimate Chip 5 | Ultimate Chip 6 | Walls of CCLP4 | i^e
IHNN-Ultimate: 147 of my best levels (through UC5), plus 2 entirely new ones. May be overhauled soon.
My CC2 levelsets: (100, ???)
IHNN1 | IHNN2
My CC score tracker. Has lots of cool automated features!
Twitch | Youtube | Twitter