Here's my review for the levels (126-140)
126. Like I said before, brain teasing puzzles in a small to medium confined spaces are fun to crack.
127. It didn't take me too long to figure out where the real exit was.
128. Cool mechanic with the glider deflected by the teeth. Speaking of tooth monster I find it kind of nerve-wracking guiding it into the bomb through the toggle maze surrounded by water. Also, I don't know how to manage the tanks through the red door in lynx.
129. Undefined Fantastic Object is fantastic.
130. I really like this one, I believe this is similar to Jeffrey's "Double Time Warehouse".
131. Just like its predecessor this has a fantastic concept but all jumbled up.
132. I really liked played this level, full of puzzles along with walking through the thin wall maze. However, it can be a little nerve wracking walking through the stream of bees while crossing the ice tiles.
133. Interesting concept and level from Other 100 Tiles
134. Oh my gosh, this level. This was one of the few levels I was stuck on for a really long time. Don't get me wrong, I like block puzzles also when they can be deceivingly hard. Well done, Archie for creating a well crafted brain teasing puzzle and thanks to random 8 for helping we with some hints :) . As always it is a HUGE accomplishment to complete it and very satisfying at the same time. It's always good to have that feeling.
135. This is another level I got completely stuck on for a long time but not as long as I was in the last level. I was able to figure it out eventually, well crafted puzzle by Tyler.
136. I like red, fun maze chip collecting level with teeth dodging. The extra keys and bombs are appreciated.
137. This level, THIS LEVEL, is also part of the few levels I was stumped on for a really long time. Like Pushover (134) this has an interesting concept. The real struggle was blowing up that final bomb, oh my gosh I was completely confused on how to blow it up and I tried a LOT of block configurations to delay the fireball but they didn't work; eventually I was able to complete it in like forever. In the end, I felt really good after that . Well done again Archie for creating a timing concept and a major brain teasing level. Also, thank you Josh and Jeffrey for providing me with hints you two were a big help.
138. I like the how the force floors look and finding how to get through it with rams.
139. I found the animation of water tiles interesting. This is a cool idea even though it took a lot of work to create the illusion.
140. Just like its original level, I like this one a little better. Filling in the water spaces to extend the track adds to the puzzle. Both Automatic (Caution) Door levels were fun to play.
P.S: My 100th Post
126. Like I said before, brain teasing puzzles in a small to medium confined spaces are fun to crack.
127. It didn't take me too long to figure out where the real exit was.
128. Cool mechanic with the glider deflected by the teeth. Speaking of tooth monster I find it kind of nerve-wracking guiding it into the bomb through the toggle maze surrounded by water. Also, I don't know how to manage the tanks through the red door in lynx.
129. Undefined Fantastic Object is fantastic.
130. I really like this one, I believe this is similar to Jeffrey's "Double Time Warehouse".
131. Just like its predecessor this has a fantastic concept but all jumbled up.
132. I really liked played this level, full of puzzles along with walking through the thin wall maze. However, it can be a little nerve wracking walking through the stream of bees while crossing the ice tiles.
133. Interesting concept and level from Other 100 Tiles
134. Oh my gosh, this level. This was one of the few levels I was stuck on for a really long time. Don't get me wrong, I like block puzzles also when they can be deceivingly hard. Well done, Archie for creating a well crafted brain teasing puzzle and thanks to random 8 for helping we with some hints :) . As always it is a HUGE accomplishment to complete it and very satisfying at the same time. It's always good to have that feeling.
135. This is another level I got completely stuck on for a long time but not as long as I was in the last level. I was able to figure it out eventually, well crafted puzzle by Tyler.
136. I like red, fun maze chip collecting level with teeth dodging. The extra keys and bombs are appreciated.
137. This level, THIS LEVEL, is also part of the few levels I was stumped on for a really long time. Like Pushover (134) this has an interesting concept. The real struggle was blowing up that final bomb, oh my gosh I was completely confused on how to blow it up and I tried a LOT of block configurations to delay the fireball but they didn't work; eventually I was able to complete it in like forever. In the end, I felt really good after that . Well done again Archie for creating a timing concept and a major brain teasing level. Also, thank you Josh and Jeffrey for providing me with hints you two were a big help.
138. I like the how the force floors look and finding how to get through it with rams.
139. I found the animation of water tiles interesting. This is a cool idea even though it took a lot of work to create the illusion.
140. Just like its original level, I like this one a little better. Filling in the water spaces to extend the track adds to the puzzle. Both Automatic (Caution) Door levels were fun to play.
P.S: My 100th Post