04-Aug-2016, 11:24 PM
This is probably my least favorite pack so far, but it had at least one excellent level and a few other gems. Thoughts below...
#1 (Talisman): I'm normally not a fan of levels in which you see what needs to be done and go, "Oh, guess I'm gonna have to repeat that three more times." Thankfully, it's only more like once in this case. The design is also top-notch, and I love how the combination of fire, water, and bombs can sometimes throw you off as far as what you might want to clear out.
#4 (1.5D): I can't say I've ever seen a level quite like this before, and for that reason alone, I enjoyed it. It's a bit long, but it kept my attention throughout and never quite felt stale.
#10 (Security Gates): The lesson here is definitely "don't judge a book by its cover." At first, back in CCLP1 testing, I kind of dismissed this as another "Which One Next?"-esque itemswapping level, and then it quickly became evident that the challenge was much different: finding a particular item or items to make it to the next section. There are at least a couple of points where you have to be cognizant of either the number of items you can pick up before moving on or what the least wasteful path is to get to what you ultimately need. A really neat, fun idea implemented well.
#15 (Melancholia): I really enjoyed figuring all of this out, and then when I reached the end, I totally fell for the ploy. Was a little disappointed that the solution wasn't a little more involved. Overall, a decent idea but not a level I'm eager to see in CCLP4.
#16 (Into the Nether): I think CCLP3 has milked the "dig a route for the monsters" design trope for all its worth, and this level doesn't bring anything new to the table. The narrow amount of space to work with when freeing each fireball is also frustrating.
#18 (Crosshairs): This is one of my levels that I was rather interested in seeing in a CCLP for a while, but since its creation several years ago, I think other, better levels that feature monster herding have supplanted it. Revenge of the Level 1 Potted Plant, anyone?
#22 (Wastelands of Tabora): This is absolutely my favorite level in the pack. I love how clearing dirt gradually opens up more routes back to the starting room and how there aren't too many places in which dirt has to be cleared a specific way, other than one close to the start. I'm also a major sucker for levels in which you cross through areas with different objectives or items in hand, and this level pulls that off in a way that never quite feels obtuse. It's a long campaign level but totally enjoyable. Wouldn't mind seeing that blob get changed to a paramecium, though.
#26 (A Ghost in the Corridors): I appreciate when levels don't always feel the need to include blocks or elements in the level just because they need to be used. You don't really need to open both paths to the top half up here, which is a welcome relief. The "ghost" (glider) also provides a lot of reason to keep alert without making the level [CC1 #131].
#30 (Toggle Toggle): This was the type of level I was referencing back at the beginning of this pack's commentary.
#35 (Grudge): I can see this level getting some flack from voters who aren't very fond of dodging, but I thoroughly enjoyed playing this. I had at least two silly cooks in the ball room that provided some laughs, and a lot of the block maneuvering was very clever. The short nature of the level was also appreciated as well. Overall, a tight, fun challenge.
#41 (Extraction): I remembered this level being rather challenging from CCLP1 voting but didn't recall the solution, so I was able to approach it with fresh eyes. Personally, I really enjoy levels that gently ease you into the challenge. This one builds up the core concept until you're in the tough position of managing multiple blocks and trap connections. It's a neat idea that climaxes in difficulty at just the right point before it wears out its welcome. My only complaint is the block-pushing to reach the exit.
#42 (Flappy Chip): The end of my thoughts on the previous level apply here too, unfortunately.
#47 (Reducing): A time crunch can make even simple dodging rather nerve-wracking, and this level has just the right amount of length and complexity to make it work fairly well.
#50 (Lost in the Blocks): ...really?
Favorite level: Wastelands of Tabora
Least favorite level: Lost in the Blocks
#1 (Talisman): I'm normally not a fan of levels in which you see what needs to be done and go, "Oh, guess I'm gonna have to repeat that three more times." Thankfully, it's only more like once in this case. The design is also top-notch, and I love how the combination of fire, water, and bombs can sometimes throw you off as far as what you might want to clear out.
#4 (1.5D): I can't say I've ever seen a level quite like this before, and for that reason alone, I enjoyed it. It's a bit long, but it kept my attention throughout and never quite felt stale.
#10 (Security Gates): The lesson here is definitely "don't judge a book by its cover." At first, back in CCLP1 testing, I kind of dismissed this as another "Which One Next?"-esque itemswapping level, and then it quickly became evident that the challenge was much different: finding a particular item or items to make it to the next section. There are at least a couple of points where you have to be cognizant of either the number of items you can pick up before moving on or what the least wasteful path is to get to what you ultimately need. A really neat, fun idea implemented well.
#15 (Melancholia): I really enjoyed figuring all of this out, and then when I reached the end, I totally fell for the ploy. Was a little disappointed that the solution wasn't a little more involved. Overall, a decent idea but not a level I'm eager to see in CCLP4.
#16 (Into the Nether): I think CCLP3 has milked the "dig a route for the monsters" design trope for all its worth, and this level doesn't bring anything new to the table. The narrow amount of space to work with when freeing each fireball is also frustrating.
#18 (Crosshairs): This is one of my levels that I was rather interested in seeing in a CCLP for a while, but since its creation several years ago, I think other, better levels that feature monster herding have supplanted it. Revenge of the Level 1 Potted Plant, anyone?
#22 (Wastelands of Tabora): This is absolutely my favorite level in the pack. I love how clearing dirt gradually opens up more routes back to the starting room and how there aren't too many places in which dirt has to be cleared a specific way, other than one close to the start. I'm also a major sucker for levels in which you cross through areas with different objectives or items in hand, and this level pulls that off in a way that never quite feels obtuse. It's a long campaign level but totally enjoyable. Wouldn't mind seeing that blob get changed to a paramecium, though.
#26 (A Ghost in the Corridors): I appreciate when levels don't always feel the need to include blocks or elements in the level just because they need to be used. You don't really need to open both paths to the top half up here, which is a welcome relief. The "ghost" (glider) also provides a lot of reason to keep alert without making the level [CC1 #131].
#30 (Toggle Toggle): This was the type of level I was referencing back at the beginning of this pack's commentary.
#35 (Grudge): I can see this level getting some flack from voters who aren't very fond of dodging, but I thoroughly enjoyed playing this. I had at least two silly cooks in the ball room that provided some laughs, and a lot of the block maneuvering was very clever. The short nature of the level was also appreciated as well. Overall, a tight, fun challenge.
#41 (Extraction): I remembered this level being rather challenging from CCLP1 voting but didn't recall the solution, so I was able to approach it with fresh eyes. Personally, I really enjoy levels that gently ease you into the challenge. This one builds up the core concept until you're in the tough position of managing multiple blocks and trap connections. It's a neat idea that climaxes in difficulty at just the right point before it wears out its welcome. My only complaint is the block-pushing to reach the exit.
#42 (Flappy Chip): The end of my thoughts on the previous level apply here too, unfortunately.
#47 (Reducing): A time crunch can make even simple dodging rather nerve-wracking, and this level has just the right amount of length and complexity to make it work fairly well.
#50 (Lost in the Blocks): ...really?
Favorite level: Wastelands of Tabora
Least favorite level: Lost in the Blocks