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Showing content with the highest reputation since 06/21/2018 in Posts

  1. 1 point
    I suspect the majority of that is the nostalgia for the Windows version combined with a general unawareness that Tile World exists- it's not hard to find if you look, but for most people trying to play Chip's Challenge again after decades, they'd probably be satisfied with the Steam version. Especially given that the Windows version doesn't work on modern systems. It's just easier to grab the Steam version for cheap than try troubleshooting an exe from the early 90s or try to find an alternative.
  2. 1 point
    Thank you for your feedback, mmoraleta! Glad to hear you enjoyed them, this is probably my favorite batch of levels so far. I really like that room! I do recognize that RFF part of the level can be a little iffy, but I feel like the timing with the tank flipping is just right. I am open to extend this timing a bit if need be. I'm not expecting this to be a favorite and I went into designing this one with that mindset. That being said, I tried the best I can to minimize the tedium via ice slides and the extra chips (maybe there can be a few more extras?). I didn't want players to resort to spam cloning to solve this one, which is why the trap button mechanism exists.
  3. 1 point
    I've finished the 25 new levels and really enjoyed it! 61. This is an okay level. It's a little tedious and a little hard to keep track due to the huge size. However it's not too difficult of a level not to mention the 5 extra chip leeway. 62. This level was a blast (no pun intended). Really liked the trap puzzle and the clear the way path room for the fireball. 63. Ah, the good old world glitch from Super Mario Bros on the NES. Fun level. 64. Cool black and gray aesthetic level. That recessed and trap puzzle with the fire boots is what really stood out. I was kind of stumped on that one. Great level. 65. At first I thought this was going to be a really difficult level, especially with sokobans being hard enough. It wasn't too hard, key thing is that more about the teleports. At the end, it was satisfying to complete. Well, set's complete (for now). Keep up the good work Josh and really looking forward for more fun levels! P.S: Whitepoint: One Year Later will be missed. Cosmic Gold Hill: a nice blue key level.
  4. 1 point
    Made more progress and enjoying the new levels. 51. The beginning sokoban is cool along with that fireball cloner mechanism. Awesome level. 52. Absolutely brilliant puzzle, equally good as Fireball Tourism which is one of my favorites in the original CCLP3. 53. Creation level is creative. LOT easier than Same Game. 54. Really fun level with a clever use of a block cloner. Nice aesthetics too. 55. That red button room is really legit. Also the drowning of teeth is somewhat satisfying. 56. Fantastic brain exercise level. Whole LOT better than Caves, which is one of the levels I loathe in CCLP3. 57. Very fun level. Good job subverting expectations in that glider room. 58. Okay level, just got to keep track of where you're going. Concept somewhat annoying but thankfully the level is short. 59. Cool level with a partial post somewhat reminiscent of a partial post from Tyler's "Lounge Act." 60. Legit level with a bunch of legit puzzles. I didn't really like the RFF room with the tanks though. Everything else was a blast.
  5. 1 point
    Very happy to see yet another update for this amazing set so far. Just played the first 10 new levels and so far so good. 41. Nice and simple level, that glider section threw me off at first but it was legit. 42. Great puzzle, whole lot better than the original Lichtenstein which is one my least favorite levels in CCLP3. 43. I remember reading a discussion on this level on Discord. At first I was scared but thank goodness for the blue walls under the blocks! Pushing blocks onto RFF's is just wrong. Still a great concept for a chip collecting level. 44. Aesthetically pleasing border and somewhat easy chip collecting level. The middle room behind the yellow door could be a little tricky. 45. Legit level with a creative way to use partial posts. 46. Fun level and that blob cloner section surrounding the 2 chips on the top right is amazing. 47. This isn't necessarily a garbage level. Somewhat difficult level in my opinion. 48. Fun level with legit puzzles. 49. Interesting invisible wall maze level. Time limit shouldn't be too much of an issue, I was able to spare 180 seconds. 50. Jumping swarm teeth edition. Kind of like an easier version of Zane's zombie levels
  6. 1 point
    At first I didn't see how this was doable until I finally understood what you meant. This has now been fixed - thanks for bringing it to my attention! Edit: bust re-fixed because I'm dumb and left it busted in Lynx. It should be good now, ice being down the hallway on column 16 is the correct version.
  7. 1 point
    I made this while intoxicated lolz
  8. 1 point
    Well, if the goal is to make the glider turn at a right angle I'm not sure how much a reversible force floor would help either. Another possibility is a red or blue teleport on the ice path, which could be temporarily redirected.