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blog-0553348001372539959.jpgAfter yesterday's stream of Giraffe set, discussing with other players and reading your thoughts on what I've already played, I feel that I have to write this. I've pointed out issues in the stream itself, but with 3 watchers, I was not expecting a miracle, also given the fact that they're in the CCLP1 staff so they probably already have some form of consciousness about the whole thing as well.


First point and most important point to make, if you had to read and remember only one thing about that whole charade, that would be it. We're making a community pack, so everything should be in there. Someone's favourite level isn't necessarily a best fit for CCLP1, and so far that's what I've noticed with you guys. I feel too many levels are currently victim of their "hit or miss" factor, making them absurdly low in the rankings just because they don't happen to be of the right type...


So, liking a level doesn't mean it fits in the mould, and disliking it doesn't mean it doesn't. Before going ape about a level (because you don't like the type or you haven't gotten the gimmick), you might want to stop and understand its purpose, and analyse what it could bring to CCLP1. I've seen way too much negative things about pearls, just because it doesn't suit one's particular taste. Also, dying in a level shouldn't make the rating go down. Dying has to be expected, and who wouldn't die while playing the original 149? I dare say no one. So we could probably do with a little more thinking and a little less selfishness, perhaps, maybe, question mark?


As part of the staff, I'm going to tell you right now that our first priority in building this set will always be variety. Again, we're making a community pack. As veterans, we probably all hate playing a long and basic maze. But truth is, we still need some of those. Why? Try playing 100 itemswappers in a row, and as you blaze through, just realize how your mood would wear off. Yeah, exactly, the magic slowly dies and the whole thing gets heavier and heavier. This is why we certainly don't want to go "this-level-is-the-best-let's-have-149-copies-of-it-into-the-product". But wait, more than that : we have some of those mazes in the voting, and they're pretty darn gosh good! So why voting them down just because we don't like playing them?! That feels so selfish to me... What I like to do when playing a level is comparing it to the best levels I know of this particular type. If it's a dodging level (and you know I love them dodging levels), I'll ask myself if it's the best we could do for CCLP1 in terms of dodging. Same goes with every other type.


How about I give you some personal favourites now? These are some levels that in my opinion are worthy of CCLP1, from what I've played so far (which is not a lot). They're not all there, some I've loved a lot as well, but here's at least some thoughts about some particular levels I've enjoyed a lot :


-- From Giraffe


Sleeping Dragon : Amazing concept, I haven't seen enough levels where you have to drain the exit path. The only thing I had against that one is the partial post trick involving the blocks, which makes me place that in late game situation.

Cross Over : A very creative maze, not much else to say. Very well crafted.

A (Mostly) Simple Maze : When I finished this, I stopped and thought "what did I just play?!" We need something like that in the early game, and I love the fact that you can solve it 358 different ways.

Finding : It felt like one of those Hidden Danger ones, where you just keep on rambling everywhere not exactly understanding what's going on and eventually find yourself collecting everything. Pretty great.


-- From Cardboard


Blobs on a Plane : Was it to be expected from rockdet or anything?! Despite dying quite a lot when I played it (which isn't a bad thing), it was exciting and deserves a spot in the major league for me.

Courtyard : I never praised this level enough, everything about it screams win.


-- From Flouncy


Balls. : This level reminded me of Four Square, it really made me smile a lot.

Secret Passages : An amazing level, a maze without feeling like a maze. I'd be clearer with the chip hint thing, but nonetheless a fantastic composition.



This is rockdet signing out, keep up the good voting job folks!


Hello'v'ryone's'is' rockdet. Welcome to my mind. Welcome to all sorts of thoughts that are flowing through. I don't think I'm going to filter anything here too, so you might expect a much more transparent rockdet with the same old buckets.


First topic I want to discuss is the reason why I became a staff member for CCLP1, though I think it might be obvious for many people around.


I'm not exactly sure what started it all to begin with. There are a multitude of reasons to be identified here, and while the motives may or may not be clear even to myself, let's try to analyse it all...


Most of you guys have seen it, and while you may understand it, you may or may not agree with me on it and it's totally alright either way, but CCLP3 has been a constant source of ire, anger and frustration throughout the whole thing, to a point where I actually did put the LP on indefinite hold. I had several rage moments, and questioned many decisions regarding level designing and also level inclusions. I don't think my personal opinion on level designing has changed that much since I started that experience, because while Cloner's Maze was already my ultimate favourite level, I could still enjoy some fair pieces of puzzles like Air Pocket, Blazes or Stress Fracture. So while my approach to the game could be biased, my opinion of the levels themselves wasn't. But CCLP3 really made me wonder if I was stuck alone in my world. Were my thoughts about level designing that different? Could I be the odd one out? While I thought I was already permissive on borderline designing decisions, it really caught me off guard how it all unfolded.


Let's be fair there, CCLP3 is made of quality material, don't get me wrong, but was it a good strategy to put all the same eggs in the same basket? In the spirit of casual playing that I was selling, CCLP3 was lacking what I was trying to showcase through all my stuff: variety and momentum. I strongly believe that a complete set has to regroup every type of level and that the best stuff out there has to shine and be able to really upstage the slightly lower quality content surrending ― which is what led me to building Beta. That's what was done in the original game and also in CCLP2. No wonder why I couldn't get through it all, while every level is beautiful let alone, it just became too much altogether.


So the first reason why I decided to apply in the CCLP1 staff was to evacuate that anger and make sure it was not going to be another homogeneous mass of puzzles (which it would obviously not be, let's be realistic there!)


Second reason ― and those who know me will probably agree on that one ― is simply for recognition. While I don't think you'll be gaining world-class popularity by training your goldfish to change a light bulb, I've always loved to be in the spotlight whenever I could help it, and to me that was a mean to get it. So I tossed my hat in as soon as I saw that opportunity, many could say without thinking which is true mainly on the implication side, but seeing the general response of the community that I belonged there made me really happy.


That being said, it's been a great journey so far and in the end, working as a team is really what brings me the most joy. The ideas flow incredibly well in the group and I'm super turbo happy to be part of this really solid team.


rockdet signing out.

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