Oh now I understand where some of the ideas in your Jan entry came from, as it was a bit unusual for you to use thin walls like you did in your submission, but you were trying to fit parts of the above level into the new grid of walls. Both levels look like fun
I also had planned on giving some first impressions on the preview set.
#1 (
Open Door Policy
) - A fine level. Quite conservative and no tricks, but that's fine.
#2 (
Reservoir Frogs
) - A great way to use the tile combination of a teeth on a water tile. Kudos.
#3 (
Five Shades of Grey
) - Enjoyed this one too.
#4 (
I am the One Who Unlocks
) - Didn't really care for this one that much. Maybe had to do with all the pointless walking. Did think that the toggle room was a clever implementation of that particular trope.
#5 (
Zero Degrees
) - I don't like levels like this. Maybe it's not the level's fault by itself, but there was nothing new here for me.
#6 (
Cut to the Chase
) - Do you place elements in levels based on the optimal route sometimes? Here it is useful to boost perfectly and am wondering if that was a coincidence.
#7 (
Spookoban
) - I am so glad this isn't any larger. I guess I enjoyed this. I freed like three teeth when going for a better time.
#8 (
Prehistoric Peril
) - If I mess up with the teeth, it would be nice to be able to salvage the situation with a block from below. Why not make this one untimed?
#9 (
Into the Wild
) - Another one that is not up my alley. It was a bit hard getting where I wanted at times when I tried to just flow with the current and wait for the right time. Maybe consider changing the nine tiles at [16-18,13-15] pointing north to help with not getting stuck in that one large loop but have two loops instead.
#10 (
Color Coordination
) - This was difficult enough that I hadn't bothered solving it earlier in the April 2013 create package even though it won. An interesting take on repeating the same wall structure but using different colors.
You mention in the description of the download that the set will feature levels seen in CCLP3. I have to ask why? Many of your audience have played CCLP3 (and even JL1) and if new people come around and first play JBLP2 it will not improve their experience with CCLP3 when they decide to try it.
Overall I enjoyed playing these levels, so thank you. All the previews also have been exciting. You clearly have made enough levels to understand how players will experience your creations, and you manage to build them interestingly enough for many different types of players, which is not easy. I look forward to the final set.