17-Sep-2016, 2:31 AM
Brute Force (#4): That blocksliding section was painful, which is a shame because without needing to manage the tanks there this could actually be a fun level. I especially liked the key room- very clever tank usage!
Wall Jumping Up Waterfalls (#10): I like the concept I used here- hadn't seen similar "fill the central force floor slide" levels at the time I designed it...certain parts of the implementation, on the other hand, I don't like. I shouldn't have started the level off with a lengthy sokoban, or included two potential collision herding puzzles afterwards. Honestly I feel like if the puzzles were in reverse order it'd be stronger, but as it is it's still a good level: but can definitely see the complaints here as I have them too.
Endless (#16): For a primarily row-based aesthetic, this actually looks pretty nice! The puzzles involved aren't too difficult on thinking them through, but they're complicated enough that you really can't just blitz through. I don't think the method I used for the northeast fireball/recessed wall section was the intended one: I had several stray fireballs, extra recessed walls and I believe an extra block. Still, fun puzzle!
Xehanosia (#19): This is one of the best open collection levels I've ever played.
No Return Level (#23): Why? I thought we were past "lol guess right or restart" levels? There's really no redeeming qualities to this one- closest comparisons are Cellblocked and Pentagram. Cellblocked has a structure to it that makes it clear where you can and can't go, and Pentagram has a pattern that removes the guesswork once discovered.
The Answer to Life, the Universe, and Everything (#28): Cardinal sin of level design: unclear trap connections. It's not terribly interesting, and the red key seems to cook the level if obtained when it looks like you're supposed to have to set up a partial post later. Teleport shenanigans + traps + no real options + blind timing = not a level I enjoyed.
Shemozzle (#37): That's a rush level. I like those quite a bit actually, especially in the 'variety' category like this one. Time limit is a little lower than I'd have set it- I finished with 21 seconds left after a little bit of practice. The fireball room in particular I'm not really a fan of, but that's a minor nitpick on an otherwise exceptional level.
Life, the Universe, and Everything (#40): Very enjoyable and relaxed variety level. No really connecting theme, nothing tedious or all that difficult, either. Just a collection of fun sections composed very well- there's open-ended options!
Push (#42): Very strong first room, very strong yellow lock room...unfortunately, the level suffers from rigidness and repeating known (or even trivial, such as the second room) sections over while trying to figure out the core puzzle. Still a strong candidate, just not as strong due to the room ordering.
Exercising Bug (#50): There are levels that work well as puzzles. There are levels that work well as levels. There are puzzles that work well as levels. This is a puzzle that's no fun to play, as attempts take upwards of 3 minutes just to see if you hit on the right idea. I love the concept here, but hate the execution: on a smaller scale this would be fantastic.
Favorite level: Green of Tourmaline (#25)
Least favorite: No Return Level (#23)
Non-obvious least favorite: Exercising Bug (#50)
Wall Jumping Up Waterfalls (#10): I like the concept I used here- hadn't seen similar "fill the central force floor slide" levels at the time I designed it...certain parts of the implementation, on the other hand, I don't like. I shouldn't have started the level off with a lengthy sokoban, or included two potential collision herding puzzles afterwards. Honestly I feel like if the puzzles were in reverse order it'd be stronger, but as it is it's still a good level: but can definitely see the complaints here as I have them too.
Endless (#16): For a primarily row-based aesthetic, this actually looks pretty nice! The puzzles involved aren't too difficult on thinking them through, but they're complicated enough that you really can't just blitz through. I don't think the method I used for the northeast fireball/recessed wall section was the intended one: I had several stray fireballs, extra recessed walls and I believe an extra block. Still, fun puzzle!
Xehanosia (#19): This is one of the best open collection levels I've ever played.
No Return Level (#23): Why? I thought we were past "lol guess right or restart" levels? There's really no redeeming qualities to this one- closest comparisons are Cellblocked and Pentagram. Cellblocked has a structure to it that makes it clear where you can and can't go, and Pentagram has a pattern that removes the guesswork once discovered.
The Answer to Life, the Universe, and Everything (#28): Cardinal sin of level design: unclear trap connections. It's not terribly interesting, and the red key seems to cook the level if obtained when it looks like you're supposed to have to set up a partial post later. Teleport shenanigans + traps + no real options + blind timing = not a level I enjoyed.
Shemozzle (#37): That's a rush level. I like those quite a bit actually, especially in the 'variety' category like this one. Time limit is a little lower than I'd have set it- I finished with 21 seconds left after a little bit of practice. The fireball room in particular I'm not really a fan of, but that's a minor nitpick on an otherwise exceptional level.
Life, the Universe, and Everything (#40): Very enjoyable and relaxed variety level. No really connecting theme, nothing tedious or all that difficult, either. Just a collection of fun sections composed very well- there's open-ended options!
Push (#42): Very strong first room, very strong yellow lock room...unfortunately, the level suffers from rigidness and repeating known (or even trivial, such as the second room) sections over while trying to figure out the core puzzle. Still a strong candidate, just not as strong due to the room ordering.
Exercising Bug (#50): There are levels that work well as puzzles. There are levels that work well as levels. There are puzzles that work well as levels. This is a puzzle that's no fun to play, as attempts take upwards of 3 minutes just to see if you hit on the right idea. I love the concept here, but hate the execution: on a smaller scale this would be fantastic.
Favorite level: Green of Tourmaline (#25)
Least favorite: No Return Level (#23)
Non-obvious least favorite: Exercising Bug (#50)
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