Pineapple Pack - Discussion
#2
#2 Dense Sokoban
Sokobans should not solve themselves.

#5 Exit Plan
Block pushing with flippers on is nothing new. Past implementations tend to be repetitive, but expanding the theme into an entire level makes for a nice spatial puzzle. You must think about the relationship between each block and figure out where to build the bridge. Perhaps the time limit could be slightly longer, to be fair to non-editor players.

#6 The Genvag
After five blobs and an invisible-wall guessing game, I do not even want to try the rest of the level.

#7 Inverted Sugar
Relatively short and simple, but still quite fun to play.

#9 Save the Bug!
This appeared in the iPad port Will's World, where it was practically impossible with touchscreen controls. On a computer with a keyboard, it works very well. Similar to Bug Arranging (CCLP3 #141) but simpler in concept and execution, which increases its appeal to players less interested in melee levels (like me).

#10 Mixing
Cloning many blobs to explode bombs? Dodging fire on force floors? Luring a teeth onto a blue button when you can see neither? No. Just no.

#12 The Day the World Was Supposed to End
Starts with a cute hint and soon becomes addictive, with constant interaction with monsters that almost gets too close for comfort, but never feels luck-based and always requires (sometimes creative) thinking. The recessed wall under the block at [6, 6] is invalid, but this is a minor quibble that can easily be fixed if the level makes the final cut (and I hope it does).

#15 Falling
Interesting concept, but practically impossible.

#18 Slapstick Tragedy
That a level with unavoidable random force floors leading to fire made it into voting is indeed a tragedy.

#21 Dept 42
Most Sokoban implementations allow the player to see the entire level at once (no matter how large it is) and undo their last few moves (in case they accidentally press the wrong key), to keep the focus on figuring out the puzzle. Without these two features, such large Sokoban levels in Chip's Challenge can be very tedious (even if the puzzle is easy). Although I enjoyed this, players who are less into Sokoban may not.

#22 Escalators
Such force floor levels just make me giddy.

#26 Loading Crates
This is better than #21 as it is less tedious and uses other tiles (such as force floors) to enhance the puzzle beyond a pure Sokoban.

#27 Optical Delusion
A failed attempt to copy Triple Maze (CCLP3 #115). Solved it on my first try.

#28 Block Parking
At first, I thought this level would be repetitive, but turns out that the nails and partial posting were fun to figure out. The blocks sliding on ice (especially the one after the thief) led to several annoying deaths, but Slide Delay (I think) made those not too difficult.

#29 Under Pressure
CCLP4 will need some short melee levels and this is among the better candidates. It certainly set my pulse racing!

#31 Switch Side
A real chore to play.

#35 Lonely
How to design a bad level: Eleven blue keys at the end, with ten unreachable due to hidden walls, making the player repeatedly guess (with a low time limit) or peek in the editor. Place three blobs and three walkers in a small open space. There was one time where pressing the blue button failed to reverse the tank because a walker or blob was in its way!

#40 Construct-A-Sokoban
A brilliantly-executed twist on the Sokoban theme. Really hope this level makes the cut for CCLP4. The difficulty is just right to interest both Sokoban lovers and haters. I guess the room on the right (with toggle walls) is for Lynx players?

#41 Bugs on the Wing
Figuring out how to use the first bug was fun. The rest was just tedious.

#45 Soko-Thief
Thieves as acting walls to blocks but not Chip, force floors that require nails to bypass and reusing the blocks in each room make for an innovative Sokoban level that was very satisfying to solve and deserves to be in CCLP4. Raising the time limit would make it even better.

#46 The Room Without Space
Could the clone machine be placed within visible distance? I am still trying to figure out how to push only one block to column 17.

#47 Spin Cycle
Almost as good as #12 except that stepping off the force floors in the recessed wall maze was a frustrating, luck-based exercise. (Trying to get the first chip is much less annoying, because if you fail, restarting only wastes a few seconds.)

#48 Green Balls
Teleports leading to death turn this from a mediocre level into a downright bad one.

#49 Partial Post Me Baby
Why must I do the same partial post (with the dirt and glider) five times? It ruins what could have been an excellent level (the partial post with the teeth was pure genius).


Messages In This Thread
Pineapple Pack - Discussion - by Flareon350 - 31-Oct-2016, 2:09 PM
Pineapple Pack - Discussion - by hkn - 15-Mar-2017, 11:23 AM
Pineapple Pack - Discussion - by Flareon350 - 15-Mar-2017, 1:31 PM
Pineapple Pack - Discussion - by Ihavenoname248 - 16-Mar-2017, 5:17 AM
Pineapple Pack - Discussion - by hkn - 18-Mar-2017, 2:11 AM
Pineapple Pack - Discussion - by ruben - 19-Mar-2017, 8:16 AM
Pineapple Pack - Discussion - by mmoraleta - 11-Apr-2017, 9:53 PM
Pineapple Pack - Discussion - by Flareon350 - 14-Apr-2017, 6:10 PM
Pineapple Pack - Discussion - by mmoraleta - 14-Apr-2017, 7:13 PM
Pineapple Pack - Discussion - by mmoraleta - 14-Apr-2017, 7:15 PM
Pineapple Pack - Discussion - by random 8 - 15-Apr-2017, 12:25 AM
Pineapple Pack - Discussion - by random 8 - 28-Apr-2017, 8:43 PM

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