07-Jul-2025, 8:48 PM
Thanks to everyone who entered! Here are the levels and rankings:
4th place
3rd place
2nd place
1st place
4th place
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CC2 TILE DUMP - ChosenID
This is a proof-of-concept level where a 7x7 square is filled with unique tiles introduced in CC2. However, the solution ends up being pretty simple: observe the path of the rover and item swap for the hook which will allow you to clear a path to the end with the ice block. Most of the rest of the tiles in the level are irrelevant to the solution. I can appreciate the use of some very explicitly CC2 features like item swapping and the hook but a 15-second level is not long enough to impress.
This is a proof-of-concept level where a 7x7 square is filled with unique tiles introduced in CC2. However, the solution ends up being pretty simple: observe the path of the rover and item swap for the hook which will allow you to clear a path to the end with the ice block. Most of the rest of the tiles in the level are irrelevant to the solution. I can appreciate the use of some very explicitly CC2 features like item swapping and the hook but a 15-second level is not long enough to impress.
3rd place
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Trains Up in the Sky - geodave
(unranked: Trains in Heaven)
Both of Dave's submitted levels were itemswappers where dodging blue tanks on train tracks is the main obstacle. Aesthetically and thematically both remind me of original CC2 level designs (like #52 "Confusion") and felt charming. I ultimately preferred "Trains Up in the Sky" since there was a greater emphasis on dodging and navigating through the tanks whereas the tanks felt more passive in "Trains in Heaven", and it included a minor directional block puzzle. Nothing groundbreaking here but still a relaxing and casual level.
(unranked: Trains in Heaven)
Both of Dave's submitted levels were itemswappers where dodging blue tanks on train tracks is the main obstacle. Aesthetically and thematically both remind me of original CC2 level designs (like #52 "Confusion") and felt charming. I ultimately preferred "Trains Up in the Sky" since there was a greater emphasis on dodging and navigating through the tanks whereas the tanks felt more passive in "Trains in Heaven", and it included a minor directional block puzzle. Nothing groundbreaking here but still a relaxing and casual level.
2nd place
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MELINDA'S TEN YEAR JOURNEY - chipster1059
Other than the exit tile, this level includes no CC1 tiles
Despite this, of the five sections in this level I would say only one feels distinctly CC2. The starting section with the blue teeth and orange buttons is no different than the common CC1 trope of guiding a teeth monster through water. The train track section is 30 sections of walking without any interactivity, which is unfortunate since I believe railroads have the most diverse applications of any CC2 tile. I would be fine with the green wall section but the black button at the end doesn't do anything. Thankfully the bottom left section of this level is a top-notch directional block and hook puzzle which chipster has a knack for. The level is overall decent but lacks inspiration in some places.
Other than the exit tile, this level includes no CC1 tiles

1st place

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Devil's Trap - Flareon350
This is a unique level from Josh focusing on blue teeth. Josh stated in the level comments that he wanted to create a follow-up to My Antisocial Friend. That level and most other levels involving blue teeth rarely required precisely luring blue teeth around since it's usually difficult to manage. I was frustrated with this level when I initially started playing, but I soon realized that the six items provided was the perfect number required to manipulate the blue teeth. There are setups where you can consistently get the blue teeth to move in a straight line of any length or move one space diagonally. The blue teeth-only red key spots prevent planning these setups from being too trivial so they're a good touch too. A great level with lots of opportunity for discovery.
This is a unique level from Josh focusing on blue teeth. Josh stated in the level comments that he wanted to create a follow-up to My Antisocial Friend. That level and most other levels involving blue teeth rarely required precisely luring blue teeth around since it's usually difficult to manage. I was frustrated with this level when I initially started playing, but I soon realized that the six items provided was the perfect number required to manipulate the blue teeth. There are setups where you can consistently get the blue teeth to move in a straight line of any length or move one space diagonally. The blue teeth-only red key spots prevent planning these setups from being too trivial so they're a good touch too. A great level with lots of opportunity for discovery.
You should probably be playing CC2LP1.
Or go to the Chip's Challenge Wiki.
Or go to the Chip's Challenge Wiki.