A few more comments from the levels I just played...
Level 18 (Cold Hard Chip): I liked the aesthetic of the hallways with ice tiles down the middle/a few branching off. The yellow key section was just intuitive enough for me to get it on the first try by process-of-elimination even though not everything was visible at the start, which felt good. Unfortunately I didn't realize that you absolutely have to enter the ice checkerboard section from the bottom-right, resulting in a surprise ambush by hidden walls:
[img]<fileStore.core_Attachment>/monthly_2018_04/5ad190b4dca40_coldhardchipcook.JPG.8313cf12919b5ae8350d28c69ff10b64.JPG[/img]
Level 19 (Drops of Jupiter): This started off nice and relaxing with some simple sokobans with small twists, and then suddenly some harrowing monster dodging near the end...a bit nerve-wracking, but I got through it in one piece. My favorite sokobans were the ones that involved the teleports.
Level 20 (Fortune Ravine): Like the previous level, another nice themed campaign level, but here the theme was recessed walls. I think the difficulty was just right here for its place in the set and it very gradually sloped downwards (unlike the previous level which seemed to spike upwards around halfway through). There were a few places I wish I could have seen farther, but also could have probably avoided cooks if I'd been more careful. (The red/yellow/green key section looked like guesswork at first, but then I realized I could tell that the red key had to come before the yellow.) My favorite part was going through a bomb/recessed wall maze and then clearing out the bombs using a fireball cloner!
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And now because it was getting late and I decided to skip around arbitrarily:
Level 49 (Seven by Seven): One cool thing about this level was being able to see the whole thing, notice that there is no visible exit--and yet still I knew exactly where the exit had to be. (And I was right.) It turned out much simpler than I expected; I never had to use the trapped ball or the flippers for anything. Was that intended? Anyway, the nice thing about leaving the flippers untouched is that you avoid the "dumb Lynx ending" you mentioned in your designer comment (the tank doesn't need to be stopped on the button if the flippers are still there).
Level 18 (Cold Hard Chip): I liked the aesthetic of the hallways with ice tiles down the middle/a few branching off. The yellow key section was just intuitive enough for me to get it on the first try by process-of-elimination even though not everything was visible at the start, which felt good. Unfortunately I didn't realize that you absolutely have to enter the ice checkerboard section from the bottom-right, resulting in a surprise ambush by hidden walls:
[img]<fileStore.core_Attachment>/monthly_2018_04/5ad190b4dca40_coldhardchipcook.JPG.8313cf12919b5ae8350d28c69ff10b64.JPG[/img]
Level 19 (Drops of Jupiter): This started off nice and relaxing with some simple sokobans with small twists, and then suddenly some harrowing monster dodging near the end...a bit nerve-wracking, but I got through it in one piece. My favorite sokobans were the ones that involved the teleports.
Level 20 (Fortune Ravine): Like the previous level, another nice themed campaign level, but here the theme was recessed walls. I think the difficulty was just right here for its place in the set and it very gradually sloped downwards (unlike the previous level which seemed to spike upwards around halfway through). There were a few places I wish I could have seen farther, but also could have probably avoided cooks if I'd been more careful. (The red/yellow/green key section looked like guesswork at first, but then I realized I could tell that the red key had to come before the yellow.) My favorite part was going through a bomb/recessed wall maze and then clearing out the bombs using a fireball cloner!
---
And now because it was getting late and I decided to skip around arbitrarily:
Level 49 (Seven by Seven): One cool thing about this level was being able to see the whole thing, notice that there is no visible exit--and yet still I knew exactly where the exit had to be. (And I was right.) It turned out much simpler than I expected; I never had to use the trapped ball or the flippers for anything. Was that intended? Anyway, the nice thing about leaving the flippers untouched is that you avoid the "dumb Lynx ending" you mentioned in your designer comment (the tank doesn't need to be stopped on the button if the flippers are still there).