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mobius

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mobius last won the day on February 22

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About mobius

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  • Birthday 03/16/1990

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    CallMeBronco

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  1. April 2018 Create Competition - Pushing New Ideas

    I started playing levels from this contest: Total Eclipse of the Post: very nice repetitive concept and compact design. It was fun to solve. Hook and Warp: really nice compact one but as with most yellow teleport puzzles, I'm totally stumped!! Can you see the block: really neat concept, even if it's quite simple!! Wormhole in the sun: another nice compact level, and challenging
  2. My official level pack!

    I'm unable to download your latest file ^ its saying 'my account doesn't have access to this'
  3. Played several of the new levels: Much more time on the Golden Key would really be appreciated; The third room with the centipede and many toggle doors takes a while; and after leaving that room every time I play there's barely enough time left to keep going. I haven't beaten it yet. Real Thinker: great level out of "Writer's Block" Treasure Collection: really nice & straightforward one
  4. Mobi's Challenge

    I am in the process of making a MAJOR update to this pack. In light of recent events I'll be releasing the pack here and on steam also. I'll be releasing 3 things: Mobi's Challenge, a reject levelset (which may be larger than the actual pack XD ), and a pack of only sokoban levels mostly adapted from another game.
  5. new tile ideas

    How do you think keys etc should be coded? By shape or symbols? colors seems the simplest method to me; and I've never found it restrictive. Keys could have different shapes but with toggles walls and bombs it gets much trickier. Important features while I'm thinking of it: extra bomb chips! some other new ideas: freeze gun is an interesting idea! The laser idea is another type of way to destroy enemies, sort of similar to the bowling ball but different. A STOPWATCH button that stops time or in effect; pauses the game for everything else yet Chip can keep moving (and clock keeps ticking). MAGNET BLOCKS: (unfinished idea) blocks which have either N on one side and S on the other; opposite poles are attracted to each other and same repel. Blocks two spaces apart draw toward each other. Another tile called (magnet wall?) which cannot be moved but attracts magnet blocks. MAGNET item if player picks up is attracted to a magnet wall WIRELESS BUTTONS buttons that function similar to black buttons but don't need wires. All must be held down to activate something. (would make making sokobans much easier). someone else's idea from discord: If an enemies like an ant has a "backpack" it can pick up and use items just like ghosts and rovers. Maybe same item as "magic satchel". So enemies can pick it up and use it as well.
  6. new tile ideas

    someone in discord mentioned the idea of "Chips challenge 3" and it reminded me to post this list of new tile ideas I made long ago: (some of these are based on CC1 and 2 elements while some are based/copied from concepts from another game called "Enigma". So this is my fantasy concept tile idea list for Chips Challenge 3. Feel free to post your own ideas changes to existing elements: 1. keys/doors, teleports, and toggle doors/bombs now all come in 9 varieties: red, blue, yellow, green, orange, purple, black, white, grey. black white and grey keys can be dropped like items. If dropped into ice and FFs they move with them like an enemy would. So you may have multiple types of toggle doors in one level working independently. [sort of like in Chuck's Challenge) 2. Clone Machines may clone items and keys and players. unfinished idea: a new way of changing what a clone machines creates. 3. Wires may be placed over plain walls and (over or under) most tiles. And TNT actually destroys wires (for those unaware this doesn't happen in CC2, even though it appears like it does}. unfinished ideas: 4. Transmogrifier: I'd like to somehow be able to turn Chip into an enemy or creature that is forced to behave like enemies (Fireballs etc). 5. Rover needs to follow a more reliable set of rules. Also: option to have the Rover follow a specific pre-programmed path. NEW ELEMENTS: INVINCEIBILITY STAR chip cannot die to enemies or hazards (walks over them) for several seconds, (similar to the Mario star) BLACK HOLE everything except ghosts are killed in black holes. All blocks disappear forever in them. Chip can only walk over black holes with the hover boots CRACKED FLOOR has up to four types: this floor can be walked on once, 2, 3 or 4 times until it breaks depending on how cracked it is. CRACKED ICE works similar to cracked floor but has same properties as ice and water is underneath SPIKES kills player, ants, centipedes, walkers, balls. Can be turned on and off with a button. Destroys ice and plastic blocks. Other blocks can be pushed over them. ELEVATOR (idea comes from a game Tyler Sontag made, talked about in discord recently) essentially allows chip to walk on top of walls and canopy. (But can't walk *through* walls like a ghost). HOVER CRAFT vehicle which works like a moving platform; chip can get on and ride on a predefined path (unless carying the license) while on the hover craft, player is protected from enemies and all hazards like water or black holes. Except it avoids train tracks. TRAIN vehicle that follows tracks. PLayer is protected from enemies while on the train. Cannot dictate where to go unless carrying the license. LAVA fire like substance that slowly spreads across floor on it's own. Is blocked by most other tiles like walls and gravel. If it encounters dirt; the dirt is turned into gravel. Dirt blocks pushed into lava turn to gravel. Ice blocks pushed into lava turn to water. TORTOISE a moving monster which is NOT an enemy; works like a moving turtle but never sinks. Chip can ride a tortoise across water WOODEN BLOCK is destroyed in water/fire/lava. Can only push one at a time. PLASTIC BLOCK floats in water (can be pushed over water like floor without turning water into floor). Can push multiple blocks at a time. STONE BLOCK Cannot not be destroyed by bowling ball or laser. turns to floor in water/lava. Can be pushed into enemies to kill them. LASER shoots deadly beam in one (of four) direction. Can be turned on and off and direction changed with buttons. Destroys chip and all enemies and dirt/ice/wooden/plastic blocks. RECEPTACLE catches a laser and if wired activates other objects (like a pink button does) MIRROR reflects a laser in different directions depending on how moved. Mirrors can be rotated on train tracks COIN SLOT DOOR toggle door that allows 1 player or enemy through per one coin. RICHOCHET BLOCK pushing on it (from opposite side) will push blocks and enemies adjacent to it away in the direction you pushed. If player is standing adjacent to one and an enemy hits it player will be pushed away. SWAP BLOCK Swaps places with adjacent (non enemy) tile when pushed on. Even walls for example can be moved with this block. TETRIS BLOCK blocks with different symbols that fit together and form bigger blocks. These larger "tetris" piece like blocks can be moved as one big unit. Can be broken apart with the hook or time bomb. MAIL SYSTEM items dropped into the mail tile get sent (with button press) to other mail station. Items must be picked up before placing more. NEW ITEMS: MAGIC SATCHEL adds new slots to inventory: when carrying the satchel up to 8 items can be held at once. BAIT when dropped: all teeth on the level will ignore chip and instead be attracted to the bait. If a teeth is able to move onto the tile the bait is on after several seconds the teeth will eat the bait then return to following Chip. HAZMAT SUIT allows player to walk across slime SOAP allows player to walk across slime and erase it. FIRE EXTINGUISHER erases fire and lava HOVER BOOTS allows player to walk across black hole and spikes SKELETON KEY opens any door once MAGIC KEY opens any door infinitely. MAGIC WAND can change walls and some tiles into different things when pressed on. (unfinished idea) HAMMER allows chip to destroy blocks (cannot move them while carrying hammer) LISCENCE lets player control hover craft and train -------------- there were some things in Puzzle Studio which intrigued me but it's been so long since I played that that I can't remember most of them. I remember a bowling ball that moved slowly but not exactly how it worked. Ideas I'm particularly fond of are the: bait, multiple colored toggle doors, laser and mail system.
  7. My official level pack!

    this update is definitely and improvement on the first version I saw. I haven't played/beaten the whole pack yet. Fortress and Clockwise: nice simple levels. TRUST: nice level but I haven't beaten it yet. ESCORT MISSION: totally stumped on this one atm. Looks crazy. BHUT JOLOKIA Interesting small one. I don't quite get the top tank mechanism but I solved it anyway. Bonuses seemed pretty easy to get. ICE CUBES Very clever ice block puzzles! I liked this one a lot. I haven't figured out the bonus room yet. OPEN THE GATES nice short and simple level.
  8. The Walls of CCLP2

    thanks! On Mission Improbable; on discord you mentioned some way of adding a bonus to enforce the dropping lightening bolt solution; could you explain that?
  9. The Walls of CCLP2

    sweet feedback, thanks!!! 53: can you please elaborate on how exactly you busted it? I don't see how it's possible to exit without the lightening bolt. Unless I somehow uploaded an incorrect version. There should be a wired door in front of the exit requiring the lighting bolt to open it. I have, however, just figured out you can easily make 'mistakes' on the final path without setting off the system, but not sure why this doesn't work on the first part... thanks again for the feedback; very helpful. I discussed this on discord: it's actually an arguably harder solution than what's intended, so I will leave it alone.
  10. C1059-CC2

    thanks for hints; didn't get to play lately so here's the rest of what I did a while ago; OOOH IT'S A GHOST fun dodging level that really keeps you on your toes! HYDROCITY A pretty good one, simple but effective. I wanted to get the bonus but I freaked out at the end, worrying about how the tanks would effect the gliders so I exited and didn't get any. LEVEL THAT WILL DRIVE YOU INSANE Reminds me a little of scrambled eggs (from CC2). I don't mind it too much and it doesn't drive me insane :P. THIS TEETH... I seem to recall this one having a different title before?
  11. C1059-CC2

    NOTHING?: I liked it a lot; nice dodging and simple puzzles, this kind works really well in a 10x10 level. LADYBUGS: nice one and very hard! (I would put it later in the pack if you want the difficult levels toward the end) KEEP CALM AND BATTLE ON: excellent title, and some very cool concepts; I especially like the opening room. However I must admit the train track room, nice concept but it's waay too long for my taste. I know you really only have to hold any button down but you're in nervous anticipation of what might come at the end and it gets a little old after while. WAREHOUSE DESTRUCION: Very cool concept; I don't think I've seen enough interesting levels with TNT like this. RESULTS: interesting one, though very easy, maybe a little too easy. DEPROGRESSION: really nice concept and nice decoration as well! The overall feel of the level is fun and not too taxing. There are ways to lose but it's fair to see exactly what you should do if you're patient. I don't understand the red keys at the end. SHAPES ON THE WALL Another fun set of small puzzles. After the fourth room however I'm confused as to what to do next. Do you have to partial post to get to the next teleporter? RESTRICTIONS very fun maze type of level. MIXED BLOCKS again, very fun simple but elegant concept. I like that you can look ahead and decided what's safe to use where or when. I got most of the bonuses. REMOVED FEATURE I just glanced at this level, didn't play it yet. Could you put the hint tile a few spaces south? As is it overlaps the letter tiles above and is very hard to read. (I've encountered this in my own levels and I admit it can be annoying). SHORT SLIDES fun quick level. A nice breather level in between other types. the set seems to be getting better the more I play.
  12. C1059-CC2

    here's a little bit of feedback. I'll have more the next time I play. I can't remember exactly which levels I played before but I tried to comment on ones that were either new to me or I didn't remember playing Clutter Management: Excellent small level. I got most of the bonuses but not all. Global Warming: I remember this one but I never played it cause I'm not real good with dodging levels. This one is pretty nice imo; the challenge for me was seeing what was safe and not; where to walk. Being Melinda and other stuff takes a little getting used to. Frozen Teeth: Nice use of simple elements to make a new concept. Requires patience to avoid killing yourself. Collapsing Elevator Shafts: I like the rooms forcing you to work with blocks in interesting ways. I'm not as big a fan of sokobans with bombs where it's easy to misstep and die. I was also confused about the ending part, not sure how I liked that. Don't Panic: This wasn't really my type of level. I don't like mazes with trap dead endings like that. Sliding Bombs: neat concept; took me a little bit to figure out what you needed to do. Ode to a cloned teeth: I feel like this level is busted; after the starting room it seems most of the stuff can be skipped over and the exit is right there out in the open. Ice Block City: one of my favorites so far. Haven't solved it yet; pretty tough and a Cool compact level with good puzzles.
  13. The Walls of CCLP2

    uploaded new version (if this works like I think it does; first post should link to correct place). Version 2.0 is released! Thank you to everyone that played and gave feedback. notes/hints: [POSSIBLE SPOILERS] The levels near the beginning may be easy but for the most part I intend to start creating tougher levels. If you want easier levels try my earlier pack 'Mobi's Challenge' All bonuses have been confirmed solvable except on levels: 15, 22, 26. 1 FULL STEAM AHEAD/A Fleeting Memory I struggled for a while to come up with something easy for this large level. I wanted to the first level of the pack to be easy; so I came up with this. v2: decreased time limit (was too easy to get bonus) 2 NANCY'S TEETH COLLECTION/Naomi's Bug Collection The theme is teeth avoision and manipulation. It's not trivial but still pretty simple. 3 HUMPERDINK'S PENTHOUSE/Bea's Den A small hodge-podge level. Nothing real fancy going on here except the ghost/fire room (which relies on a behavior which I'm not sure is well known) 4 MAY I CUT IN?/ForceWorld Simple level with some helmet and bowling ball action. v2: decreased time limit 5 PAIN TRAIN/Suction Ride Simple but a little bit of though required. Most of the lower part is only there for bonus. 6 A NOT SO PERFECT MATCH/Fixing the Toggle Switch I redid this level (v2). The goal here is perhaps easy to see but might be hard to execute. Actually there is a simple trick which makes it fairly easy to execute: look for visual clues to help you see this. I'm really curious how difficult/manageable this puzzle is. The whole water area with blocks and chips is for bonus only. 7 DERAILED/Slightly Mad I really liked the appearance of Slightly Mad so I tried to keep something very close to that; and wound up with a (mostly) straightforward track maze. v2: altered the maze quite a bit (was too straightforward for my taste before) but theme and structure is the same and increased time limit. Also removed tracks that lead to death. 8 SEA OF SLIME/Use the Fish push blocks through slime puzzle. Probably not as tough as "In the Slime" despite being larger. There are lots of bonuses (some are out of sight). V2: changed title, increased time limit 9 AGGRAVATION Hopefully not too aggravating. The force floors keep switching direction. Just run around and collect the chips. 10 THE GRASS IS GREENER/Who needs a flipper? A puzzle involving green bombs, teeth, Chip and Melinda switching. I'm not real proud of this one; I might change it later if I can come up with a better concept for this level. 11 CLEAN YOUR PLATE/Deconstruction a hook level. Not so much a sokoban but more of a block space and time management puzzle. The time limit might seem long but can count down quick if you waste a lot of time and don't think ahead. Remember not to block your path to the exit and the frame blocks can be destroyed in the slime. 12 CALL IN THE BOMB SQUAD/Mazed In The Speed boots really help make a big level more bearable. The decorative walls help a lot as well imo. You don't need all the of the TNTs. 13 TURN ON SWITCH ON/The Serial Port a simple red teleport maze. You might easily waste the bowling ball in the wrong spot; but the level is short and doesn't take long. Bowling ball is for the bonus. 14 MARCH OF THE YELLOW TANKS/The Parallel Port Tank mania #1 (of maybe more...?) If you want the bonus, examine the starting area. 15 RUNNER UP/Debug File I am guilty of not really changed much from the original level here. Just a simple melee dodging challenge. I have NOT confirmed the bonuses on this level. Please let me know if they are possible; or if you think they aren't (they should be...) 16 A FIRE THAT BURNS/Paw Print Isle Another of my favorite originals (Paw Print Isle). An ice block/flame jet (very simple) puzzle. Due to how orange buttons connect I could not retain the original layout of blocks. Funny note: I almost released this level without the thin walls around the exit path thus enabling a very dumb bust. 17 RE-ENTRY/Double Trouble Slightly more complicated hodge-podge level. You must look for bribes first before collecting items. Simple wiring can have multiple teleports go to one. Look out for speedy ghosts and an off-screen mechanism opens the path the exit automatically when you collect all the chips. 18: HUNTER BECOMES THE HUNTED/Elemental A Maze with a floor mimic (not unfairly hidden as you'll see). v2: was too easy so I removed some walls so mimic has more freedom. 19: STRANGER THAN FRICTION/A Sample of Things to Come A hodge-podge level similar to the original. Bonus at the end for the careful player. v2: made walker room easier to deal with. 20: RANDOM WALKS/Ranger Denmark v2: Changed title and overall theme of level (but kept it slightly similar). Actually; originally in level 19 Stranger than Friction I had an ant in the force floor room but found it too annoying in a level like that; but I still like the concept so put it to work here. 21: BOWL-A-RAMA/Block Away! A good understanding of bowling balls and clone machines will help here. The wire mechanism on the right makes blocks fill up the "lanes" area. It only does one thing; you can't change this. You can however prevent the blocks from blocking beneath the clone machines... 22 LICKETY SPLIT/How Goes? Fast-paced time challenge. Not too different from the original layout. If you're really quick there are bonuses. The canopy area has bonuses and time bonuses; no danger (apart from wasting time). 23: COLD LAZARUS/traps I Yellow tank device I first saw in a Joshua Bone level. The water path after the socket might look dangerous but if you go through it quickly you should be fine. v2: fixed bust near end. 24 JOTUN/Sudden Death One of my favorites from CCLP2. Title is a tribute to another level designer from another community. Pretty simple hodge-podge level; hardest part is the yellow teleports. 25 SILENT CIRCUS/Race for the Chips Another favorite from CCLP2. I had many ideas for this one but some of them I really couldn't get working. This one is pretty simple but I really like the monster pattern. There are safe spots everywhere and extra chips 26: BLOCKUS/Work Fast v2: changed first two rooms and title. Based on chipster's comments and my own feeling that the first room wasn't very original. fire/ice block puzzles may seem difficult until you get experienced with them. Then they become pretty easy. This puzzle is very easy but getting the bonus is tough. Both bonuses in the fire are definitely possible; I got them once but I've since forgotten how. The secret eye hints that there are hidden bonuses elsewhere. 27 LOVE AND THEFT/Frozen Floors Requires dropping items on empty no signs. -For those unaware: doing so causes that item to permanently stay there. A Couple of easy/medium difficult puzzles here wrapped up in an overall puzzle. I'm very uncertain about how difficult this level is. 28 not yet finished 29 GIVE ME SHELTER/Fire and Water Similar concept to my level 'Barricade' from Mobi's Challenge. Make a barricade with blocks to protect yourself from the storm of fireballs. Inspired by the survival contest/challenge from years ago. I managed to get the timing right on the mechanism for this on the very first try. The fireballs come and go on a regular interval. 30 MY CLOWN'S ON FIRE/Chase Race A variety obstacle course with lots of bonus rooms. Time is a little tight but there are bonus clocks at every bonus room. I wanted to remain more faithful to the original layout but some things (like interactions with blocks and tanks in teleports) forced me to make some changes to the wall structure here. Title is a song by the "Lounge Lizards" 31 SWIVEL TOMBS/Well of Wishes A swivel door themed level. Hardest part is probably the small enemy rooms in the upper right. If you take your time and study the patterns first it shouldn't be too bad; doesn't really require a lot of quick reflexes. Also be careful at the puzzle at the end. 32 (not yet complete) 33 THE BIG BLOCK QUEST/The big button quest Carry one block through an obstacle course. Always look ahead before pushing the block (needless to say); though I tried to eliminate surprises as much as possible (unlike the original CCLP2 cough cough) 34 DEAD ETERNITY/Cypher II A Simple chip collecting level. No real puzzles, no chance of death; just a breather level for decoration and relaxation. 35 (actually level 49) QUANTUM LEAP/Just a minute!! You need to understand a few important points about the yellow teleport and ghosts to solve this level fairly: -ghosts can pick up and drop yellow teleporters but for some reason have restrictions that other items don't; -the yellow teleport will only be picked up if it's destination is blocked in the direction of ghost's travel. (OR there's no other y teleport on the field). -when encountering a fifth item, the ghost will ONLY drop the y teleport if another one is on the field AND unblocked in direction of ghost's travel. -And importantly; it must be unblocked for CHIP, NOT A GHOST. This means for example even though ghosts should go through walls; if you place the first y teleport next to a wall in the direction of ghosts's travel the ghost won't drop it. -If this is the case the y teleport will be skipped and the next item in the ghost's inventory will be dropped instead. Unfortunately these points are not exactly intuitive and there's no easy way to demonstrate this in game. Besides all this; let me know how intuitive/non-intuitive the rest of the level is. 53 MISSION IMPROBABLE/Security Breach A CC2 take on the old "security system device". ...Which could've been much more elaborate, well there are plenty more levels left...... Anyways; you must step on the wires with the lightening bolt; only while they are active, or lots of teeth will attack. On the final part; you're forced to step on a long section of wire so you must disable the "security system" first.
  14. 500

    nice update! Not much feedback I'm afraid; I've had very limited playing time lately: Lofty Castle: One of my favorites in the set so far. The only parts I can complain about atm is the swivel room which can be quite confusing. When the fireball can pass through multiple swivels doors multiple times it gets really hard to keep track of what needs to happen. The new levels look nice; haven't beaten them yet. As usual the decoration is really nice.
  15. A little feedback after some more playing today: Footrace Through Fire swamp: Graphically; this one is much improved over the first version. Gameplay however; I found this one quite frustrating. If the race wasn't quite as tight I think it would be much more fun. (as is it seems you need to be absolutely perfect, unless I'm going about it the wrong way). Uptown decision: A bit overwhelming at first because there's so much going on in a small space. That's why I initially skipped over this one but I don't dislike it because of that. Takes quite a bit of thought and time to go through; cool puzzles throughout! Quite a tough one despite being a small level. Is it intentional that you're allowed to go through the swivel door the wrong way? (this is a glitch with the no signs on top of swivels).
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