I agree with JB, not too many levels in this pack really wowed me. I only gave out three 5s, and even those levels just barely earned them in my opinion.
Some of my favorites for this pack:
#6 Go Swimming: This level is full of puzzle types that we've seen before, but they're good puzzle types (well, except for the cloning part), and I think the level implements them well. I thought "Trail Master" was a good concept that was stretched on for far, FAR too long in its namesake level, and this level keeps it more manageable in scale while giving you as many tries as you need. That part was still challenging for me, but felt good to beat.
#10 Security Gates: Unlike some itemswappers that have you running around a big area, here the puzzles are self-contained...or are they? Well, in any case, there are defined points beyond which you know you don't need to backtrack, which are nice. The gates start off very simple but by the end really ask you to consider carefully how all of the available items can be used to your advantage. I liked how the puzzle ramped up in difficulty this way.
#24 Colorblind Dog: I believe this key puzzle has many solutions, as I was basically able to improvise as I went along. That's welcome, and there's something I liked about picking up extra keys by entering the space between the rooms.
#33 Chant of Sapphires: Something about having the choice--either find a way around every key, or take the easy way out and pick some of them up--made this blue wall maze play in a way I liked more than usual.
#46 White Noise: A nice easy level with a variety of ice mazes that aren't too big or too tough to wear out their welcome. I especially like how each time you are returned to the center room, you're lined up to go through the teleport in a new direction so you probably won't accidentally die by taking the same path twice. Also the aesthetics manage to waste a lot of space without making it obvious, so you initially think the level is larger than it really is. Kind of cool.
Honorable mention:
#22 Wastelands of Tabora: I agree with JB that opening multiple paths to the starting room is really enjoyable. This level both looks and plays well, but my enthusiasm for it was dulled a bit when I failed to realize I had to save the walker in the trap at (6, 22) for the second bomb rather than the first. I didn't quite feel like playing it again. But that mistake was mostly my fault, so the level still gets a good score.
Some of my favorites for this pack:
#6 Go Swimming: This level is full of puzzle types that we've seen before, but they're good puzzle types (well, except for the cloning part), and I think the level implements them well. I thought "Trail Master" was a good concept that was stretched on for far, FAR too long in its namesake level, and this level keeps it more manageable in scale while giving you as many tries as you need. That part was still challenging for me, but felt good to beat.
#10 Security Gates: Unlike some itemswappers that have you running around a big area, here the puzzles are self-contained...or are they? Well, in any case, there are defined points beyond which you know you don't need to backtrack, which are nice. The gates start off very simple but by the end really ask you to consider carefully how all of the available items can be used to your advantage. I liked how the puzzle ramped up in difficulty this way.
#24 Colorblind Dog: I believe this key puzzle has many solutions, as I was basically able to improvise as I went along. That's welcome, and there's something I liked about picking up extra keys by entering the space between the rooms.
#33 Chant of Sapphires: Something about having the choice--either find a way around every key, or take the easy way out and pick some of them up--made this blue wall maze play in a way I liked more than usual.
#46 White Noise: A nice easy level with a variety of ice mazes that aren't too big or too tough to wear out their welcome. I especially like how each time you are returned to the center room, you're lined up to go through the teleport in a new direction so you probably won't accidentally die by taking the same path twice. Also the aesthetics manage to waste a lot of space without making it obvious, so you initially think the level is larger than it really is. Kind of cool.
Honorable mention:
#22 Wastelands of Tabora: I agree with JB that opening multiple paths to the starting room is really enjoyable. This level both looks and plays well, but my enthusiasm for it was dulled a bit when I failed to realize I had to save the walker in the trap at (6, 22) for the second bomb rather than the first. I didn't quite feel like playing it again. But that mistake was mostly my fault, so the level still gets a good score.