Quagmire Pack - Discussion
#6
I've been working on obtaining a new computer (and enjoying some non-CC content on it) for a little while, so I've been away from voting for a bit. But before all that happened, I actually finished two packs, one of which is this one, and simply neglected the writeup. So here goes nothing. Slight smile

#1 (Busybody): As I mentioned in another voting pack thread, I appreciate when itemswappers go beyond mere swapping and are threaded together with some kind of neat aesthetic or gameplay element. This one certainly falls into that category, but I was a bit turned off by the "but wait, there's more!" surprises, particularly when the block pushing was thrown in at the end.

#5 (Busted?): No, it's not busted - it just has a few different ways to solve it that make you wonder why you may not have needed Item X in Spot Y, depending on what you do. It's not one of my favorite candidates, but I love the open nature and general "huh?" moments when you see the way some of it is laid out. Definitely a fun level.

#8 (Earthquake): Madhav mentioned Ravaged (Longbow #1) having a "creepy" vibe; this level reminds me a bit more of Frozen in Time (CCLP1 #102), which another voter had described similarly back when it was in a voting pack. I got the same feeling from this level as well, and what made It even more unsettling was that there was so much water around that it wasn't terribly far-fetched to think that a few monsters could be released Suspended Animation-style. Fortunately, that doesn't happen, but the entire level pulls off the eerie aesthetic quite well. I still prefer Ravaged, but this comes close.

#18 (Zipper): I don't hold a level's inability to be solved on the first try against itself if the discovery of the solution and retracing of one's steps happen to be fun. This level is quite tricky to figure out, but I had an absolute blast doing so, with plenty of rewarding deduction moments. The central mechanism and surrounding aesthetic are also quite brilliant. Definitely high marks from me on this one, and a level I'd love to see in the early triple-digit tier of the final set.

#19 (Islander): I love levels where you have to be careful about how you use your blocks, but this one outstays its welcome beyond the point of realization where you figure out what the solution requires. It's a neat idea, but one that levels like Measels showcased with much less tedium.

#22 (Cross Back): When it comes to introductory levels, CCLP1 had CC1-esque tutorials, CCLP2 had some rather random entries, and CCLP3 had what happened to be some of the easiest content inducted into the final set. I think CCLP4 could stand to have levels in its first two decades that are decidedly introductory in nature but that would've been a bit too difficult for similar slots in CCLP1. This is one of the ones that stood out to me the most - it has an incredibly elegant structure tied together with a neat navigation mechanism. Plus, it's just plain fun.

#31 (Chip Compactor): It's refreshing to see tank levels that go beyond being REVERSE ALLEY-esque timing studies and add some thematic flair to the mix, which this one certainly does well. A few tricky chip snatches at the beginning, but that can always be mitigated by saving them for later when the timing is less strict.

#36 (Blockage): This is one of those devious levels where the frustration is compounded by a short time limit. Some interesting challenges here, but not one of my favorites.

#38 (Holiday Trail): It's tricky to make a compelling collection-oriented level, since many tend to lean toward mindless chip-collecting or "get all the stuff under the blocks without any real restrictions" (see #49 in this pack). This one, though, has a neat aesthetic and plenty of interesting room layouts that manage to keep the gameplay fresh and interesting while not overly claustrophobic. Plus, it has a theme that we haven't exactly seen in an official level to date. Definitely a personal favorite for early CCLP4.

#45 (Serpentslayer): I'm always interested in levels that take a familiar concept and apply a new spin that hasn't been seen in many other levels before. This time, the game is monster manipulation, an idea that keeps resurfacing in many levels, including many derivative "digging" levels that don't do much beyond where this concept was explored in CCLP3. This level, though, involves not only some simple dodging, but also a fairly open, not terribly stressful teeth herding challenge at the end. Monsters disrupting monsters isn't anything new, of course, but this level did it in a way that felt like I was still in control as the player, not subjected to the whims of monster order or a tiny room size.

Favorite level: Cross Back

Least favorite level: Escaping


Messages In This Thread
Quagmire Pack - Discussion - by Flareon350 - 02-Aug-2016, 7:19 PM
Quagmire Pack - Discussion - by KeyboardWielder - 07-Aug-2016, 12:07 PM
Quagmire Pack - Discussion - by KeyboardWielder - 10-Aug-2016, 12:38 PM
Quagmire Pack - Discussion - by chipster1059 - 10-Aug-2016, 3:37 PM
Quagmire Pack - Discussion - by chipster1059 - 27-Aug-2016, 5:09 PM
Quagmire Pack - Discussion - by jblewis - 05-Sep-2016, 11:13 PM
Quagmire Pack - Discussion - by Flareon350 - 10-Sep-2016, 5:39 PM

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