20-Mar-2017, 5:22 PM
(This post was last modified: 20-Mar-2017, 9:41 PM by IceyLava108.)
This pack has exhausted me quite quickly, but since this thread has no feedback, I want to provide some for the levels I've played thus far. I will post some more for this pack soon!
#1 (Canal Zone): I really have no idea what the "intended" solution is or how many possible ways there are to exit, but that's why I really like this level. From what I understand, it encourages the player to think outside of one single, intended solution and rather look for any way out. At the same time, logic is used to determine what is and isn't required or even applicable.
#4 (Flow State): I enjoy this concept, and while I think this level does a good job of executing it properly, I have a few nitpicks about it - namely, the mechanism itself is a bit confusing from game view (the pink-ball-slowing-down-the-cloning-stream thing), and once you reach the "red and blue key" combination, there are two of the same doors that lead to identical rooms, and I had to restart a couple times before I realized what I was actually doing. However, that's mostly my error. The suction boots area is cleverly designed to only be traversed in a certain way, and for a puzzle this size, I think it adds to the level fittingly. I think this could easily fit into the earlier parts of CCLP4, but it's not something I'm desperate to see make the cut.
#6 (Proving Grounds): I personally think that this is a better alternative to Graduation's spot in CCLP1. However, I still don't have an idea of the difficulty curve for CCLP4 yet, and as such, if the earlier levels will mirror something closer to CC1 and CCLP1 as opposed to the almost immediate spike in CCLP3, then there's probably somewhere this level will fit. I do think that this level loses some of its value if not coupled with prior lesson levels (which I assume CCLP4 won't have), but it explores the basic concepts of CC quite thoroughly.
#8 (Sweetness and Light): I like this level a lot, namely for its versatile use of pink balls throughout the level. It also features some loose variety between objectives, like building the mini-bridge with the blocks to the next area. It's not too difficult or puzzling, but the way it revolves around its center ice square makes for an interesting design.
#9 (Stuck in a Well): This felt like a very watered down and unchallenging version of CCLP2's Deconstruction. Sorry.
#11 (The Glider Identity): This is a level that I'm almost indifferent about - it looks quite nice, and while its puzzles are relatively fun and not overly demanding, there isn't too much thinking involved with this level, which is what I'd normally desire or at least expect out of a "focus-on-single-type-of-monster" level. However, I think it delivers excellently in terms of simplistic levels. In the end, I personally believe it's a good level, but it doesn't click with me as much as it would someone else.
#14 (Bugged Maze): Upon beginning this level and noticing the considerably high time limit, I thought that there would be some kind of clever mapping needed, but after quickly realizing that wasn't the case, this level completely lost my interest. After running around and pressing each button, the maze essentially becomes a smaller verison of BRUSHFIRE (with walls) amidst chip collecting and dodging multiple bugs.
#1 (Canal Zone): I really have no idea what the "intended" solution is or how many possible ways there are to exit, but that's why I really like this level. From what I understand, it encourages the player to think outside of one single, intended solution and rather look for any way out. At the same time, logic is used to determine what is and isn't required or even applicable.
#4 (Flow State): I enjoy this concept, and while I think this level does a good job of executing it properly, I have a few nitpicks about it - namely, the mechanism itself is a bit confusing from game view (the pink-ball-slowing-down-the-cloning-stream thing), and once you reach the "red and blue key" combination, there are two of the same doors that lead to identical rooms, and I had to restart a couple times before I realized what I was actually doing. However, that's mostly my error. The suction boots area is cleverly designed to only be traversed in a certain way, and for a puzzle this size, I think it adds to the level fittingly. I think this could easily fit into the earlier parts of CCLP4, but it's not something I'm desperate to see make the cut.
#6 (Proving Grounds): I personally think that this is a better alternative to Graduation's spot in CCLP1. However, I still don't have an idea of the difficulty curve for CCLP4 yet, and as such, if the earlier levels will mirror something closer to CC1 and CCLP1 as opposed to the almost immediate spike in CCLP3, then there's probably somewhere this level will fit. I do think that this level loses some of its value if not coupled with prior lesson levels (which I assume CCLP4 won't have), but it explores the basic concepts of CC quite thoroughly.
#8 (Sweetness and Light): I like this level a lot, namely for its versatile use of pink balls throughout the level. It also features some loose variety between objectives, like building the mini-bridge with the blocks to the next area. It's not too difficult or puzzling, but the way it revolves around its center ice square makes for an interesting design.
#9 (Stuck in a Well): This felt like a very watered down and unchallenging version of CCLP2's Deconstruction. Sorry.
#11 (The Glider Identity): This is a level that I'm almost indifferent about - it looks quite nice, and while its puzzles are relatively fun and not overly demanding, there isn't too much thinking involved with this level, which is what I'd normally desire or at least expect out of a "focus-on-single-type-of-monster" level. However, I think it delivers excellently in terms of simplistic levels. In the end, I personally believe it's a good level, but it doesn't click with me as much as it would someone else.
#14 (Bugged Maze): Upon beginning this level and noticing the considerably high time limit, I thought that there would be some kind of clever mapping needed, but after quickly realizing that wasn't the case, this level completely lost my interest. After running around and pressing each button, the maze essentially becomes a smaller verison of BRUSHFIRE (with walls) amidst chip collecting and dodging multiple bugs.