I agree with JB that this pack is good, it has only a few 1s or 2s from me and had nearly as many 4s as 3s until I decided to winnow my 4-votes a little more.
Some of my favorites:
(Note that just because a level is listed among my "favorites" doesn't mean it necessarily got a 5; it may have gotten a 4, and some levels that got a 5 might not be listed among my "favorites". I try to list not just the levels I liked the most, but levels that really stood out to me for some reason and may not have been mentioned by others.)
#5 Wrong Exit--Sometimes these "red herring" levels feel pointless, as you know none of the exits you see are going to be reachable until you get to the end of the level. However, this one has a nice subversion as the "correct" exit is inaccessible the first two times you approach it but becomes reachable slightly later.
#19 Secret Society of the Teeth--It may be lengthy, but it was fun to clear out (both the chips and the Teeth) and the little formations were varied enough that the level didn't become monotonous; I had to stop and think several times.
#26 Overlap--This looks intimidating at first, but once you realize which item combinations you need, and from that what order you need to obtain them in, the level pretty much solves itself, which is a nice feeling.
#35 How I Learned to Stop Bombing and Love the Worry--This is a thrilling level due to the time crunch, making the "Love the Worry" part of the name quite accurate! It really tests your ability to think quickly. You can't just push blocks around randomly and expect to win, but you don't have to be perfect, just be good enough and improvise and you should do all right.
#50 Concrete Jungle--Something about this aesthetic just appeals to me, and I like that it's a spacious recessed wall maze, meaning you need to have a general plan for clearing it but can usually improvise the details once you see where the chips are.
Honorable mentions:
Lab Basement, Chipweave, Bind Mender, The Road Not Taken, Bam Thwok, Platforming?!, Meteor Shower
Almost-honorable mentions:
#41 Center of Gravity would have been an easy 5 if it just consisted of the top and bottom rooms. Both those puzzles were great! Sadly the left and right rooms were really annoying and dragged the whole level way down to below average. (Having to deal with RFFs in the left was stressful and tedious, and on the right, you couldn't tell that you had to get the paramecium to the bottom-right corner until it was too late.)
Some of my favorites:
(Note that just because a level is listed among my "favorites" doesn't mean it necessarily got a 5; it may have gotten a 4, and some levels that got a 5 might not be listed among my "favorites". I try to list not just the levels I liked the most, but levels that really stood out to me for some reason and may not have been mentioned by others.)
#5 Wrong Exit--Sometimes these "red herring" levels feel pointless, as you know none of the exits you see are going to be reachable until you get to the end of the level. However, this one has a nice subversion as the "correct" exit is inaccessible the first two times you approach it but becomes reachable slightly later.
#19 Secret Society of the Teeth--It may be lengthy, but it was fun to clear out (both the chips and the Teeth) and the little formations were varied enough that the level didn't become monotonous; I had to stop and think several times.
#26 Overlap--This looks intimidating at first, but once you realize which item combinations you need, and from that what order you need to obtain them in, the level pretty much solves itself, which is a nice feeling.
#35 How I Learned to Stop Bombing and Love the Worry--This is a thrilling level due to the time crunch, making the "Love the Worry" part of the name quite accurate! It really tests your ability to think quickly. You can't just push blocks around randomly and expect to win, but you don't have to be perfect, just be good enough and improvise and you should do all right.
#50 Concrete Jungle--Something about this aesthetic just appeals to me, and I like that it's a spacious recessed wall maze, meaning you need to have a general plan for clearing it but can usually improvise the details once you see where the chips are.
Honorable mentions:
Lab Basement, Chipweave, Bind Mender, The Road Not Taken, Bam Thwok, Platforming?!, Meteor Shower
Almost-honorable mentions:
#41 Center of Gravity would have been an easy 5 if it just consisted of the top and bottom rooms. Both those puzzles were great! Sadly the left and right rooms were really annoying and dragged the whole level way down to below average. (Having to deal with RFFs in the left was stressful and tedious, and on the right, you couldn't tell that you had to get the paramecium to the bottom-right corner until it was too late.)
Quote:#8 (Buried Alive): Yet another level I completely missed before voting. There are a fair amount of levels that have attempted this idea, like the LESSON 1 remix from one of the previous packs. In my opinion, this one hits it out of the park and has quickly become one of my favorite CCLP4 candidates. Part of what makes quality exploration-oriented levels so fun is the thrill of discovering what's around the next corner. There are rooms here that feel "unsafe," where moving one block could spell your doom. And then you discover that with some care, you don't have to worry about much at all - which is a great feeling to have. I also love how the entire route loops back around to the start.This one I didn't really enjoy playing, perhaps because the first half of the level is all about doing whatever you can with the level saving you when it looks like you screwed up (a prime example being the block cloner and clone-button-under-a-block at the bottom near the left side) and then suddenly once you reach the right side, it's all about super precision and it's easy to screw up the part where you push the blocks through the teleport to cover the traps (you can push a block down either the left or right column to make some space and see more of the room, but then it turns out the left column is incorrect--oops!) The sudden mid-level difficulty spike is very likely to cause mistakes and restarts.
Favorite level: Buried Alive
Quote:Least favorite level: Turning TablesDecent idea, poor execution. The area needed to be significantly bigger, as it's too easy to be trapped by the Teeth.