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ajmiam

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ajmiam last won the day on June 14 2017

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About ajmiam

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    I.C. YOU
  • Birthday September 18

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    ajmiam242

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    CCLP1
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    Video games (primarily Nintendo), Magic the Gathering, Avatar (TV series), Star Trek Voyager, Baseball (I follow the Pittsburgh Pirates. Go Bucs!), Football (STEELERS!!)

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  1. ajmiam CC2 Levels (20 so far)

    I added a 21st level to the preview, named "Pushing the Boundaries". The new version is in the download linked in the first post.
  2. CC2 Community Pack Survey

    Secret exits that skip ahead a number of levels could be a substitute for secret hints, since there's no password system. I like it! We'd just need to come up with a way for the staff to know that one of the exits in a level is intended to be a secret exit...or the staff could add them where they feel they're appropriate, like for some of the secret hints in CCLP4. NOTE: I don't know all the details about how secret/warp exits actually work...in any case, if we include one, we might want to place a hint next to it explaining that the player has found a secret exit so they aren't surprised when it does something unusual. It's not too hard to make and the CC2 main game did it, so sure, why not? Probably for some of the more complicated elements. Unnecessary if we go with secret exits. And passwords don't exist anyway, so any "cypher" we could try to include would have to be less about unlocking a future level and more about a hint towards solving a future level, I think.
  3. CC2 Community Pack Survey

    1) I think the set should be named CC2LP1 or CC2LP2, since either name is simple and communicates what it means (A level pack for Chip's Challenge 2!) I slightly prefer CC2LP2 to make it clear that it's a "sequel" to CC2's main game and not a "replacement" like CCLP1 was (unless we intend it to be!) 2) 149 (or close to it) makes sense to me. As much as I wouldn't complain about more levels, I don't think it makes sense to build a set that's larger than a CC1 community level pack from a pool of levels that's much smaller than the CC1 level pool. 120 might be a good number. 3) Only if there's a good reason, and if there's an indication of this in each level that forbids boot dropping (perhaps a hint, or an agreed-upon symbol like a "no boot" tile surrounded by walls near the start of the level) 4) I'd prefer 10x10, but would be willing to make exceptions if there's a good reason. Still, most levels that would want the 9x9 view for whatever reason could probably be redesigned to use 10x10, so I'm not sure if there is such a "good reason". 5) I think I'd like the longest levels in the set to be about the length of the longest levels in official CC1 sets. Map size is not always a perfect indicator of map length, so there might be levels larger than 40x40 that still fit the expected length. (Especially levels with lots of offscreen logic.) I think we should let the voting process sort out the "good" large levels (the ones that do something creative with the space) from the "unnecessary" large levels (the ones that just exist to pack multiple levels' worth of content into one). 6) I'd prefer to ban any tile that can't be produced by the official CC2 editor without glitches. Just to ensure people who use the official tools have the same capabilities as everyone else, and aren't confused by glitch tiles. (The game has enough complex interactions without taking into account glitch tiles.) Further, I think unintuitive "nice job CC2" interactions should be at least frowned upon, unless explained in the level that uses them. (I realize that "unintuitive" is kind of subjective. I'm thinking of things like pushing a block against a force floor slide to "nail" yourself up the slide, or using an equipped hook to somehow redirect a monster.) 7) Try to make some easier levels and some harder levels using as many different new tile types as possible so that the staff can build a "difficulty curve" for each? (Not limited to exploring one new tile type per level, of course.) Borders on all levels unless it makes thematic sense not to use them? (Thin walls can go with everything now, so there's no excuse for skimping on them due to lack of space. ) I think ports of CC1 levels in general should be valid candidates for this level pack, but NOT ports of levels that have gotten into a CC1 level pack. I'd encourage recorded solutions on all submitted levels, but we shouldn't require them to include the max bonus. (Especially since some levels may be designed to have an extremely difficult to obtain max bonus that's even beyond the designer's capabilities.)
  4. ajmiam CC2 Levels (20 so far)

    I just updated the download to fix a few problems that some Chipsters discovered upon release... The hint in Feeling Green? said that blocks remove slime, which is true for dirt and ice blocks, but not "glass" (directional) blocks, which fall into it. I reworded the hint to account for that exception. CC2 Teeth monsters are a bit dumber than their CC1 brethren, and it is possible to slip past them horizontally in 2x2 areas. A few areas in Chateau Crunch have been constrained so you can't skip steps this way. Also, I messed up with the gray button and it was flipping the force floor southwest of it, which I didn't want, so now it's a pink button wired to the floors it's supposed to flip. It should no longer be possible to cheat the house and empty the slot machines in Casino Royale by throwing 2 bowling balls in such a way that the 2 buttons are pressed at the same time, resulting in 3 force floor switches. Thank you, Jeffrey and Ryan, for bringing up these issues and helping me fix them!
  5. Hello, Bit Busters! I've been working on some CC2 levels for a while, and decided I'd show off what I've assembled so far (20 levels) to see what people think. Several of these levels are based around exploring concepts with specific new design elements. This will be the start of my first main CC2 custom level set, which will probably end up containing at least 50, and hopefully 100, total levels. Some of these levels are brand-new, never-before-seen designs, and others are submissions for CC2 level design contests or ports of submissions for CC1 level design contests that I never put in any of my other sets. The levels are sequenced in the order I built them, not by difficulty. All of these levels are to be considered submitted for any and all CC2 community level packs we make in the future. Please let me know what you think of the levels, which ones are easiest/hardest, and if you discover any busts or problems. Happy Chipping! EDIT: Jeffrey already found a bust in Casino Royale, so I'll work on fixing that and upload a new version, possibly tomorrow. EDIT 2: Updated! Now at Version 0.201.
  6. ajmiam CC2 Preview

    Version 0.210

    10 downloads

    This is the beginning of my first main CC2 custom level set. So far it contains 20 levels, but I plan to make many more, perhaps as many as 100 like my CC1 levelsets. Many of these levels are new designs; however, some of them are submissions to previous contests involving CC2 level design, and some are ports of CC1 contest levels that I never put into any of my CC1 sets. Currently the levels are sorted by the order I made them, not by difficulty. That will probably change in the next preview I make, once I get more levels made. I hereby submit all levels in this set for consideration in any community-made CC2 level packs, regardless of what they're called (CC2LP1 or any other name we come up with). Please let me know what you think of the levels, or if you find any busts or bugs! (Not the crawly kind.) Also if you could tell me which levels you found the easiest or the hardest, that'd be awesome. As a designer it's hard to judge the difficulty of my own levels, especially CC2 levels because of all the new elements I'm still getting used to. You can post your feedback here:
  7. Andrew Menzies' scores

    Reporting some improvements so I don't forget about them: #4 (Oasis): 225 (b-2) #6 (Proving Grounds): 299 (b-11) #19 (Conservation of Keys): 187 (+1, b) #35 (Chasing Chips): 323 (+14, b-32) #44 (Blobfield): 405 (b-8) #111 (Water Bottle): 174 (+13, b) Total score now over 5.99K (5,990,030)
  8. Andrew Menzies' scores

    CCLP4 #3 (Fossilized Snow): 220 (b)
  9. Andrew Menzies' scores

    A CCLP4 bold! It's been a while. #2 (Pixelated Fire): 251 (+31, b)
  10. JoshL7

    A few more comments from the levels I just played... Level 18 (Cold Hard Chip): I liked the aesthetic of the hallways with ice tiles down the middle/a few branching off. The yellow key section was just intuitive enough for me to get it on the first try by process-of-elimination even though not everything was visible at the start, which felt good. Unfortunately I didn't realize that you absolutely have to enter the ice checkerboard section from the bottom-right, resulting in a surprise ambush by hidden walls: Level 19 (Drops of Jupiter): This started off nice and relaxing with some simple sokobans with small twists, and then suddenly some harrowing monster dodging near the end...a bit nerve-wracking, but I got through it in one piece. My favorite sokobans were the ones that involved the teleports. Level 20 (Fortune Ravine): Like the previous level, another nice themed campaign level, but here the theme was recessed walls. I think the difficulty was just right here for its place in the set and it very gradually sloped downwards (unlike the previous level which seemed to spike upwards around halfway through). There were a few places I wish I could have seen farther, but also could have probably avoided cooks if I'd been more careful. (The red/yellow/green key section looked like guesswork at first, but then I realized I could tell that the red key had to come before the yellow.) My favorite part was going through a bomb/recessed wall maze and then clearing out the bombs using a fireball cloner! --- And now because it was getting late and I decided to skip around arbitrarily: Level 49 (Seven by Seven): One cool thing about this level was being able to see the whole thing, notice that there is no visible exit--and yet still I knew exactly where the exit had to be. (And I was right.) It turned out much simpler than I expected; I never had to use the trapped ball or the flippers for anything. Was that intended? Anyway, the nice thing about leaving the flippers untouched is that you avoid the "dumb Lynx ending" you mentioned in your designer comment (the tank doesn't need to be stopped on the button if the flippers are still there).
  11. Andrew Menzies' scores

    #76 (Flow State): 284 #77 (Brick Block Facility ): 358 #78 (Aquatic Ruins): 351 #79 (Spring ): 212 #80 (Monster Swapper): 272 #81 (Estranged for a Season): 237 #82 (Puzzle Box): 776/ --- #83 (Frozen Over): 254 #84 (Forsythia): 378 #85 (Nectar Meadow): 404 #86 (Cyprus): 226 #87 (And the Walls Kept Tumbling Down): 473 #88 (Empty Rooms): 252 #89 (Diametric Opposition): 375 #90 (Wretched Hive of Scum and Villainy): 308 #91 (How to Retune Your Harp): 363 #92 (Fire Is My Enemy): 370 #93 (Bombs Are a Beautiful Thing): 272 #94 (Ditchdigger): 433 #95 (Ravaged): 359 #96 (Lean Thinking): 721/--- #97 (Lockdown): 192 #98 (Clay Tunnel): 374 #99 (Ice Cavern): 173 #100 (One Tank's Adventure): 736 #101 (Condo Management): 295 #102 (The Key Issue): 127 #103 (Malachite): 201 #104 (Dual): 112 #105 (Living Things): 191 #106 (Gridlock): 187 #107 (Combinations): 757/--- #108 (Scatterbrained): 455 #109 (Shemozzle): 13 #110 (Keyrithmetic): 946/--- #111 (Water Bottle): 161 #112 (Triple Mint Slurpee): 410 #113 (Half of You, Half of Me): 268 #114 (Repugnant Nonsense): 387 #115 (Overlap): 832/--- #116 (They're Not Called Blocks for Nothing): 196 #117 (Greenian Motion): 197 #118 (Chip Controls): 349 #119 (Strandquist): 236 #120 (Construct-a-Sokoban): 230 #121 (Death and Destruction): 242 #122 (Jigsee): 605 #123 (Life Is Not a Puzzle): 546 #124 (Air Bubble): 31 #125 (Beautiful Struggle): 439 #126 (Bind Mender): 57 #127 (Wrong Exit): 177 #128 (Mindless Self-Indulgence): 217 #129 (Undefined Fantastic Object): 164 #130 (Bam Thwok): 539 #131 (Jigsaw): 561 #132 (Monorail): 395 #133 (Monochrome): 583 #134 (Pushover): 347 #135 (Propaganda): 308 #136 (Seeing Red): 289 #137 (The Longest Track): 418/--- #138 (Zipper): 105 #139 (Unravel): 962/--- #140 (Repair the Automatic (Caution) Doors): 729 #141 (World of a Thousand Flames): 513 #142 (Stratagem): 43 #143 (Color Coordination): 370 #144 (Paradigm Shift): 566 #145 (Hacked Save File): 424 #146 (Japanese Game Show): 699/--- #147 (Gimmick Isle): 498 #148 (Gravity Well): 397 #149 (Mental Marvel Monastery): 432
  12. Andrew Menzies' scores

    First half of my CCLP4 initial times. (Some of these have already been reported.) #1 (Molecule): 154 #2 (Pixelated Fire): 220 #3 (Fossilized Snow): 186 #4 (Oasis): 186 #5 (Non-Dimensional Layer): 219 #6 (Proving Grounds): 288 #7 (In the Pool): 93 #8 (The Fourth Dimension): 293 #9 (Pinball): 226 #10 (Stuck in Emerald): 73 #11 (Keyboard Malfunction): 350 #12 (Rivets): 176 #13 (Encased in Carbonite): 184 #14 (Poly-Gone): 259 #15 (Cross Back): 260 #16 (Reservoir Frogs): 269 #17 (The Three Trials): 254 #18 (Inferno Dynamics): 201 #19 (Conservation of Keys): 186 #20 (It's No Skin Off My Teeth): 278 #21 (Glacial Palace): 284 #22 (Bodyguards): 238 #23 (Western Standards of Living): 349 #24 (It's Easy Being Green): 319 #25 (Difficulty Switch): 350 #26 (Shrub): 147 #27 (Suburban Legend): 331 #28 (Zephyr Heights): 340 #29 (Flipper Departments): 312 #30 (Hoodwinked): 51 #31 (Big Boulder Alley): 362 #32 (Blended Brussels Sprouts): 284 #33 (Tool Shed): 215 #34 (Frozen Waffle): 150 #35 (Chasing Chips): 309 #36 (One Who Raids Tombs): 386 #37 (Tropical Hibiscus): 340 #38 (Detonation Station): 208 #39 (In the Walls of Gravel Castle): 285 #40 (Periodic Lasers): 128 #41 (Ghetto Piranha): 264 #42 (Nova Prospect): 163 #43 (Coral Reef): 340 #44 (Blobfield): 391 #45 (Seven-Layer Salad): 211 #46 (Exclusive Or): 193 #47 (Antidisruptive Caves): 298 #48 (Key Insight): 244 #49 (Block Parking): 814/--- #50 (Secret Underground Society): 203 #51 (Ice in a Blender): 267 #52 (It Suits the Purpose): 103 #53 (Protect Your Fortress): 257 #54 (Split Path): 154 #55 (If I Ran the Zoo): 434 #56 (Fireworks Factory): 501 #57 (Bisection): 382 #58 (Ruinous Plaza): 184 #59 (Blockpick): 258 #60 (Flippant): 174 #61 (Blue Tooth): 400 #62 (Block Unpuzzle): 317 #63 (Pneumatic Diversity Vents): 487 #64 (Excuse Me): 276 #65 (Duplex): 401 #66 (Anaconda): 264 #67 (Nuclear Energy for Dummies): 221 #68 (Cold Fusion Reactor): 911/--- #69 (Ball in an Awkward Place): 315 #70 (Science Museum): 276 #71 (Puuf): 143 #72 (Sewerway): 314 #73 (Sealed Doors in the Spacecraft): 200 #74 (Technopathic): 208 #75 (Unmitigated Hint Factory Disaster): 262
  13. Level 31 "Creepy Crawly" A level I made primarily for the "whaaaaaaaaat?" factor. It looks ridiculous at first glance, and then you realize the monsters are circling invisible walls and it's just a small maze. Even if I'd wanted to make it much bigger, I couldn't have, since you can only have 127 moving monsters in a level in MS mode, and the level currently contains 112. Level 32 "Goin' For a Walk" This is basically the obligatory walker level of the set, made at JB's request late in the set's production because I didn't have (m)any walkers levels yet. (I can't recall if I made this before or after Level 73.) That's about all there is to it. I definitely like the other walker level in the set more. Level 33 "Corresponding" A puzzle where, as the hint says, you have to figure out which block corresponds with each water space, and there's only one correct set of pairings. I think it turned out decently but wish it were a little harder. (For a few of the blocks, it's very obvious that they can only go in a particular place, which significantly narrows down the rest.) Level 34 "Pursued By Shadows" There are plenty of monster-dodging levels where you can lure the monsters to their deaths, but not so many where you can send them away only temporarily...hence, this level! All the teleports in the play area are only enterable from the left or top to ensure that no Teeth will unexpectedly pop out of them at you, and the two Teeth trapped in the top-left corner of the level ensure that you can't use the teleports yourself to escape. This is one of my favorite levels from this decade. In an old version (released in the 33-level preview) I had an opening at (11, 13) instead of (10, 14), which caused Teeth to repeatedly move left along row 12 and drop into the spiral, meaning you'd have to lure them alllllll the way around again and again until the coast was clear. Ugh. I'm so glad I changed that for the 63-level preview and the final version. As far as the title goes, JB insisted that I use proper titling conventions and make the "By" lowercase, but I thought the title would stand out more if the "By" was capital, so I overruled him. I'm not sure where I originally heard the phrase, or if I just made it up. It is a book title and a card in a collectible card game, but I hadn't heard of either of them until I did a Google search just a few minutes ago. Level 35 "The Incredibly Safe Maze" Another really silly "whaaaaaaaat?" level, and another way to use invisible walls without a ton of guesswork. There are monsters, but the maze is safe, so they must be held back by invisible walls...hence you can watch them to find your way through the maze! The name might have been inspired by the (very friendly and safe) "Incredibly Deadly Viper" from Book 2 of A Series of Unfortunate Events. Hmm, maybe I should have called this "The Incredibly Deadly Maze". Level 36 "Infernal Cell" A throwback to the four "Cell" levels from Po100T, but instead of force floors between each cell, the monster flows act as 1-way passages within some of the cells. The gliders and water in the top-right are just there to give the level a bit of visual variety. The center of the level could be though of as one big cell, but if you treat the socket and exit as walls, it's 4 cells arranged in a 2x2 pattern, which gives the level 36 cells as its level number would suggest. Level 37 "Tanks, Toggles, Traps" This was one of the very last levels I designed for this set, kind of as a hole-filler. The puzzles were designed mostly by playing with different configurations of tanks and toggle walls and seeing how they could be manipulated, and I'm pretty pleased with how the first couple turned out. However, I couldn't think of too many ways to make them more complicated, so I called it quits after a very easy 3rd puzzle and a 4th puzzle that's very similar to the first 2. The wall pattern has an interesting aesthetic, where I intentionally made the outer walls a mostly continuous path with no squares, crosses, or diagonal-only connections, and only a single "T"-shape. Also, unlike most levels, the title took me a little while to decide after I'd finished building it; in the end I went with simple alliteration. Level 38 "Patterns" "Frogger 2: Swampy's Revenge" inspired me to make this dodging-themed level, as that game had plenty of neat-looking patterns of enemies to dodge--stuff a bit more intricate than "back and forth in a straight line" or "around and around in a rectangle". For instance, in the video below, look at the section with the oncoming enemies after the slide down the curvy vine, and compare that to the fireball-cloning section in the top-left of Patterns. It's a little different (3 paths vs 2) but both sections have zigzagging oncoming monsters to dodge. Anyway, that was one of the concepts I started with...the other was the idea for the bug-and-paramecia section in the bottom-center which I didn't actually know was solvable until I built and tried it. ("Wretched Hive of Scum and Villainy" from CCLP4 has a similar looking section, which may be coincidence, since I didn't play it before designing this level.) I knew some rooms would be harder than others, with the bottom-left and bottom-center probably being the hardest, which is why I let you visit the rooms in any order and skip up to 12 chips (just enough to skip those two rooms, or certain other combinations of rooms). It's possible the level is harder than I intended, even with the ability to skip chips. "Patterns" may not be all that popular, but it's one of my personal favorite levels from the set. I ended up liking the northeast enough to build Level 44, which is fully dedicated to the concept of avoiding monster "snakes" in mazes. Level 39 "Block Unpuzzle" (CCLP4 Level 62) First of all, let me say that I'm super happily surprised by how popular this level is! It was my highest-voted level in CCLP4. Anyway, my first idea was a reverse sokoban where all the trap buttons are initially held down and you need to UNcover all of them. But then I thought it would be more interesting if you had to do both parts--the covering and then the uncovering. The placement of the blocks and buttons was pretty much arbitrary. All I did was make sure there were no 2x2 squares of blocks (for obvious reasons) and no 2x2 squares of buttons (since then you'd be unable to move those blocks for Phase 2) and that I didn't surround all 8 squares next to the center thieves with the same type of tile (block or button). I ended up with this setup, tested it, and found it to be possible and moderately challenging, so I kept it. It was a little bit trickier to design the mechanism that would enforce the two phases of the puzzles. I was working on something involving a column of traps, a column of bombs, and spamming cloned fireballs horizontally after the first phase, but then realized that constantly-flipping-tanks and traps would be a simpler, more elegant solution. Level 40 "Pneumatic Diversity Vents" (CCLP4 Level 63) This level is based on the concept of force-floor-and-ice slides that take you from one section to another. It's named and inspired by a feature in Portal 2 shown in the video below. (It was originally intended to show up in test chambers, but in the final game only appears once, as a means of travel about midway through the game.) I like the block puzzle at the beginning, because it's the first instance I can think of where you have to get 2 blocks out of your way by "storing" them in a single space (fill in water, then pack down the dirt and put another block on that space). I think this is the best-placed of the secret hints. It plays off the CCLP3 trope of "don't pick up any items right away because you might need them to deflect monsters". I definitely didn't want to have this level be cooked if you picked up those chips because that would be pretty mean when the previous levels in this set don't require you to be so paranoid about taking items. However, the fact that you don't have to be paranoid to solve the level, but do in order to get the secret hint, makes the secret hint a lot less obvious than if you had to be paranoid to do both! Plus, once you do figure out the secret hint, it's nice that you don't have to redo the whole level...just enough to reach it.
  14. Level 21 "TNT" Just an idea I had for a block-extracting level themed around using explosives (and drills...or something...whatever the keys represent...) to break apart a giant boulder. I meant for there to be just enough blocks, but it turned out that you could save an extra one if you were really careful near the start, which is fine by me since it doesn't change too much. Also, I just couldn't resist hiding the exit under a block with the theme of the level being what it was. The level was originally named "Dynamite" (after both the concept and the Taio Cruz song) in the 33-level preview I released, but then another level by that name got into CCLP1 so at JB's suggestion, I renamed this before the final release to avoid confusion. Level 22 "Stress Reliever" This is a really silly level...just an excuse to murder a bunch of walkers and blobs. The title can be thought of as a double meaning, in that you're relieving stress on your part by getting rid of those troublesome monsters, and relieving the stress on the walls of the packed-to-the-brim rooms containing those monsters. The chaotic ending is there to at least add some challenge...you might want to use the blocks to prepare an exit path for the monsters before you start freeing them. Level 23 "Invisible Plumbing" This is, in my opinion, a pretty neat idea for a blue wall maze--you have environmental clues that tell you where you can walk, rather than having to oof on every wall. In this case, you can see where each path turns and ends, as though you could see the joints and caps on a twisted nest of pipes but not the pipes themselves. (I may have been thinking about the game "Pipe Dream" from the Windows Entertainment Pack as I built this.) I kept the time limit low so that you would most likely have to use the visual clues to finish the level, rather than just pushing blindly on everything. Level 24 "Cross-Hatching" The idea was to use crossing monster paths to create a sort of maze, including paths that you can only travel through in one direction and some squares that you cannot travel through at all (as they are occupied every 2 moves). The name comes from the back of a box of colored pencils, where it was shown as the name of a coloring technique: Level 25 "Freeway" A very short dodging level inspired and named by a game called "Freeway" for the Atari 2600, which I have on a 30-game compilation disc for the PlayStation 1. In that game, you have a limited amount of time to guide a chicken across a 10-lane freeway as many times as possible to score points. So basically it's Frogger except that the river is replaced with more road. I deliberately kept it simple and only focused on dodging, unlike my Frogger-inspired "Froggy!" from Pit of 100 Tiles. I made this before the level named "Frogger" by Wes Powers got into CCLP1, so the similarity with that level is entirely coincidental! Level 26 "Plinko" This is named after the Price is Right game where contestants drop disks into a board with several layers of dividers on the way down, each of which deflects the disk left or right, until it lands in the bottom and they win a prize depending on where. So for this level, you need to guide some Teeth down a series of passages, making them turn left or right to fall onto trap buttons. It's not all that difficult, and the only mildly clever bit is getting the far-left or far-right traps open, where you need to either put yourself in harm's way on the trap button OR stand in the trap while luring the Teeth to release that trap. Originally this was going to be later in the set, and the time limit was low to make it a mild time-crunch level, but I moved it earlier in the released version (and bumped up the time limit in a later update). I realized after making this level that, unlike the game of Plinko, this level isn't very random, so I decided to make another Plinko-themed level, which became Level 73. Level 27 "Serpentslayer" This was probably inspired by the ending of "Mud and Water" from CCLP3, where you have to use a Teeth to disrupt circling bugs and reach the exit. Here I just put that aspect of the level a little more into focus; you have to collect all the chips in order to recruit the "serpentslayer" (a Teeth) to disrupt the "snake" of paramecia guarding the green keys and the exit. The random force floors and ice corners inside the exit square were just supposed to look pretty, like a treasure horde of emeralds and a big diamond or something...not sure if that really came across. Oh, and the blue wall maze in the bottom is a mirror image of the passages to the right of it...wonder how many people caught that! Level 28 "Build-a-Bridge Workshop 2.0" One of my goals while making this set was to revisit older concepts in a more advanced way...and one way to do that was to tighten up forgiving causal levels into actual puzzles with much less room for error. Even though the original "Build-a-Bridge Workshop" had a lot of blocks and was very open-ended, the concept lent itself well to making a strict puzzle with just enough blocks to complete. Admittedly, this is a strange sequel because the aesthetics are so different (grid vs mess), but the core concept of using blocks and flippers to build bridges, so that you can pick up all the chips after losing the flippers, is still there. Level 29 "Hit the Brakes!!" It's extremely rare to have to slow down on force floors, so I made a level about it. Of course, you can't stay in place while holding backwards on a force floor in Lynx on a straightaway, so I put a bend at the end of every path. Unfortunately that may have made the timing trickier to visually gauge. This level is short both because it's a pseudo "action level" and there were only so many ways I could think of at the time to use the concept. The title comes from a scene in Star Fox 64 where you switch a train onto the wrong track, careening into a factory and causing a glorious explosion: Level 30 "One-Push Sokobans" This is a concept I decided to try to build on a whim as a nod to "One Block Sokoban" from CCLP2. The concept is just as it sounds--each puzzle is solved by pushing a single block a single time. It's definitely not a difficult level (with a concept like this, it hardly could be), but I tried to make the rooms distinct and unusual enough to make for an interesting experience, and I think it turned out pretty well! I deliberately set up the northwest ice checkerboard so that you can look around and see which way to push the block before making a decision. The concept in the southeast room might remind you of "Excuse Me", but I actually made this level before "Excuse Me"! (This was one of my first 33, while Excuse Me was created somewhere in the 34th-63rd range.) So that's it for the 20s! In my opinion this decade has a couple nice concepts but is a bit of a lull in the set, with the decades before and after being more interesting.
  15. JoshL7

    More of my experiences playing through the set. Note: There may be spoilers to the solutions of these levels in my comments, so don't look if you haven't solved yet! (Covers levels 11-17)
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