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Joshua Bone

Joshua Bone's level design feedback thread thingy

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Please use this thread to provide feedback on level playability, fun, difficulty, busts, etc. from any of my levels.

I'm particularly interested in hearing about my 28-level CC2 custom set based on the first 28 levels of CC1.

http://cczone.invisionzone.com/index.php?/files/file/466-jbonewocc/

 

Here's the designer notes:

 

01 HOARDER (based on LESSON ONE)

The concept is somewhat annoying at first, but makes an excellent lesson in inventory management. Getting the bonus just means planning ahead. Extra 1K bonus flag in bottom left corner.

 

02 PUSH AND PULL (based on LESSON TWO)

Again, the concept is annoying at first, but (as with FLEA MARKET) you start to get the hang of the hook after a bit.

 

03 ONE LESS'N BEFORE (based on LESSON THREE)

The trick here is a little tougher to duplicate than I'd like. The bonus is obtainable only by 'unfair' information.

 

04 THOUGHTFUL (based on LESSON FOUR)

I like the `set yourself up for success' theme here. I have NOT verified the bonus is obtainable on this one.

 

05 POOL OF THE ACCURSED (based on LESSON FIVE)

Keeping the blue teeth out of trouble on this one was so difficult that I had to give the player more options. The `surprise' in the lower room is unfair, but I like the concept.

 

06 SPIRIT PORTAL (based on LESSON SIX)

I'm really proud of this one. A tight little puzzle that fits perfectly into the walls of the original level. Very instructive on the ghost/yellow teleport interaction. Secret out-of-sight bonus available.

 

07 IF WALLS COULD SPEAK (based on LESSON SEVEN)

Neat concept made possible by the new thin walls.

 

08 SHE'S GOT A TICKET (based on LESSON EIGHT)

Simple RR level, more filler than anything, all trap routes should be visible in advance.

 

09 OL' STUNT BANDS (based on NUTS AND BOLTS)

Name is an anagram of course. Collection of unrelated concepts. I'm pretty happy with the whole northwest corner, particularly the creative one-way bouncing ball room (using a series of 12 x+20n repeaters) and the red teleport puzzle. Bonus puzzle looks more complex than it is.

 

10 PROBING ACTUALITY (based on BRUSHFIRE)

Easy and satisfying concept level in my opinion.

 

11 AROUND THE CORNER (based on TRINITY)

Another puzzle I'm really proud of. Spent several hours working on iterations of this. The walls of TRINITY make the upper right tank impossible to extract using the intended mechanism, hence the 2-chip requirement instead of 3-chip. However, you can get sneaky by quickly moving the yellow teleport while the tank is in the RR room and extract it that way for the full bonus.

 

12 HASHTAGS (based on HUNT)

Mostly a filler level. Not all bonus flags are currently achievable. Maybe someday I'll fix that portion.

 

13 GREAT TRAIN ROBBERY (based on SOUTHPOLE)

My personal favorite level of the set. All fire routes are marked, and thus the only threat to a careful player is the clock. But training (pardon the pun) my brain to think in these terms definitely took a while.

 

14 TELEBLAST (based on TELEBLOCK)

My second favorite level, and probably the hardest of the set. Thinking in terms of three yellow teleports is pretty challenging, plus the whole bomb placement thing. I got the complete player experience here by constructing a level and figuring it out without knowing in advance it was even possible. One secret bonus flag exists.

 

15 FORCE ANXIETY (based on ELEMENTARY)

Pretty straightforward concept level. I have noticed a game bug while playing that lets you re-enter a pop-up wall with the no-green-key sign, that might allow a minor bust.

 

16 CAREENING (based on CELLBLOCKED)

I think this one is easy and quite fun. Bonus is obtainable, but note that the hook can't pull a sliding block perpendicuarly away from a wall. My method is to push the block into the wall instead, that seems to stop it in place and then you can pull it.

 

17 DEADLY SMILE (based on NICE DAY)

Concept level based on rapid toggling. Basically requires you to collect some of the chips while travelling in 3-step, and others while traveling in 9-step. The hint explains which toggle walls are in sync with which green chips.

 

18 DUNGEON QUEST (based on CASTLE MOAT)

Untimed level with plenty of extra bowling balls. Playable to the patient player, but also extremely unforgiving. I *think* it's fun, but it can also be incredibly frustrating. I haven't verified the bonus on this but it should be obtainable.

 

19 ROVER SWAPPER (based on DIGDIRT)

Speed boots for both player and rover makes the experience much more enjoyable than it would have been otherwise. I think it's the most fun level in the set, and pretty easy. I think all the bonuses are obtainable but I haven't verified.

 

20 MISBEHAVIOR (based on TOSSED SALAD)

I was going to turn TOSSED SALAD into the ultimate yellow teleport level, but then the starting puzzle turned out to be so difficult that I cordoned off the area and decided I'd ask no more of the player. The rest of the level contains bonus flags and is accessible by the same secret mechanism as I put in TELEBLAST and SPIRIT PORTAL.

 

21 INTERNET FREEZE (based on ICEBERG)

Pretty straightforward maze using wired blue teleports. It's impossible to get stuck but there are two `one way' sections which could be confusing. Secret bonus flags exist.

 

22 EVER PASSING MOMENT (based on FORCED ENTRY)

Whew! This one took forever both to design and to record. I originally had double the number of monsters but it was too difficult for my taste. I have not verified the bonuses on this level. Getting them will interrupt the monster pattern and require the player to make it back alive across a room full of chaos.

 

23 REDEMPTION LEVEL (based on BLOBNET)

Purely a bonus level, although the mechanism by which you automatically win the level is pretty cool. I covered it with canopies in-game, but it relies on a possible bug that allows the game to clone semi-functional copies of the player. You can't switch to them, and in this level you'd never know they existed, but when that timer hits zero it releases one right into the exit.

 

24 AUTOMATIC MINING MACHINE (based on OORTO GELD)

The mechanism on this level is really fun. A single yellow teleport shoots bowling balls in whichever direction the player is facing, and must be moved around the level to collect all the chips. The level might feel slightly long but I think the concept is worth it.

 

25 CONSTANT COMPANION (based on BLINK)

Pretty easy filler concept level. Working with the doppelganger to get the bonus is pretty fun, as you get to push and pull a dirt block down tight passageways and around corners. It's practically impossible to get stuck or die except by running out of time.

 

26 PROCESS IMPROVEMENT (based on CHCHCHIPS)

Three concept puzzles, one involving bowling balls on railroad and two involving electricity. Not too difficult and I think the concepts are pretty cool.

 

27 DETECTIVE STORY (based on GO WITH THE FLOW)

I really want to hear your feedback on this level. Is it fair or unfair? Easy or difficult? Fun or frustrating? I'm having a hard time gauging what the experience would feel like to the casual player.

 

28 FACES IN THE MIRROR (based on PING PONG)

The yellow tank mirrors your every move! This was a tough one to construct because the player can desync the yellow tank by pressing on a wall and then moving away. So, I made all the walls deadly.

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Hi,

 

First I have to say, I really liked most of the levels, it is a great levelset  (Y) 

Secondly, if the replays are intended to work, none of the ones I tried out, seemed to show a solution of a level (either they are broken, or should not give any hints).

 

01 HOARDER (based on LESSON ONE)

The concept is somewhat annoying at first, but makes an excellent lesson in inventory management. Getting the bonus just means planning ahead. Extra 1K bonus flag in bottom left corner.

 

It is indeed somewhat annoying, especially for the first level in a level set. I personally would prefer it, if there would be removed four or more boots in the inner ring, which doesn't change the concept, but gives some air to breath.

 

02 PUSH AND PULL (based on LESSON TWO)

Again, the concept is annoying at first, but (as with FLEA MARKET) you start to get the hang of the hook after a bit.

 

I really liked and enjoyed this one :)

And definitely way less annoying than the first one...

 

03 ONE LESS'N BEFORE (based on LESSON THREE)

The trick here is a little tougher to duplicate than I'd like. The bonus is obtainable only by 'unfair' information.

 

To be honest, Joshua Bone told me the solution/trick, I was lost before here. It's for some reason not working all the time, but this way it's a really nice level, however it would be even better if it would always work, but I guess, that's just part of the game :)

 

04 THOUGHTFUL (based on LESSON FOUR)

I like the `set yourself up for success' theme here. I have NOT verified the bonus is obtainable on this one.

 

Probably there is a way to get the bugs cycling around in a nice way by interrupting them exactly at the right times, however I never got all together and as long as they are cycling around somewhat randomly this one is really tough.

 

05 POOL OF THE ACCURSED (based on LESSON FIVE)

Keeping the blue teeth out of trouble on this one was so difficult that I had to give the player more options. The `surprise' in the lower room is unfair, but I like the concept.

 

Again one where Joshua told me the solution, still the timing is quite tight. Realizing how it's done and pulling it of is really tricky, so definitely the most difficult levels in my opinion, albeit if you now how it's done, it's quite a fun one as well, and realizing it yourself, probably even more rewarding.

 

06 SPIRIT PORTAL (based on LESSON SIX)

I'm really proud of this one. A tight little puzzle that fits perfectly into the walls of the original level. Very instructive on the ghost/yellow teleport interaction. Secret out-of-sight bonus available.

 

A hard but nice one, took me quite some tries, and really like the principle :)

 

07 IF WALLS COULD SPEAK (based on LESSON SEVEN)

Neat concept made possible by the new thin walls.

 

A nice and fun level.

 

08 SHE'S GOT A TICKET (based on LESSON EIGHT)

Simple RR level, more filler than anything, all trap routes should be visible in advance.

 

In theory probably, but still got stuck in endless loops twice :rolleyes: A pretty nice level, not too long and not too hard.

 

09 OL' STUNT BANDS (based on NUTS AND BOLTS)

Name is an anagram of course. Collection of unrelated concepts. I'm pretty happy with the whole northwest corner, particularly the creative one-way bouncing ball room (using a series of 12 x+20n repeaters) and the red teleport puzzle. Bonus puzzle looks more complex than it is.

 

A great level, and a lot of fun.

 

10 PROBING ACTUALITY (based on BRUSHFIRE)

Easy and satisfying concept level in my opinion.

 

A nice concept and an easy fun level :)
 

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The second part of my review:

 

 

11 AROUND THE CORNER

I like the concept but you can mess up in a lot of ways, in most of the time there is no recover from it. If it would have been a bit shorter, it would have probably been even more fun.

 

12 HASHTAGS

A great idea and a nice level

 

13 GREAT TRAIN ROBBERY

Great concept, great level, a lot fun, and quite hard. My favorite level in this set (Y)

 

14 TELEBLAST

Definitely really hard, but a great idea. It took me a long time to figure everything out - it was a lot of trial and error involved. As well a top level.

 

15 FORCE ANXIETY

Four times getting the timing exactly right... At least you can do these paths first, however there are still enough ways to mess up later.

 

16 CAREENING

There is quite a bit sliding of blocks involved, and a without the helmet - oh why did it took me several tries to realize that there is one :huh:

 

17 DEADLY SMILE

Deadly, indeed it is. Getting the timing correct, many times in a row... Not my personal favorite, but a nice concept.

 

18 DUNGEON QUEST

An idea I really like. How often did I think while playing, if there would just be a little bit less monsters...

 

19 ROVER SWAPPER

I like the idea behind it, and fun to play. However there is as well a lot of waiting involved, the part which isn't the greatest for impatient players.

 

20 MISBEHAVIOR

Someone should have told the blue teeth to not destroy or pick up the yellow teleports... Oh yeah!

 

21 INTERNET FREEZE

Really liked this easy one. I really would have wished for 30 seconds more time - this way i failed the first try.

 

22 EVER PASSING MOMENT

There are definitely still more than enough monsters in the level. I think there will be a lot of people who like this way more than I did...

 

23 REDEMPTION LEVEL

I didn't know that semi-functional players are possible, so the first time I didn't trust the hint :facepalm: Yet a really nice bonus level.

 

24 AUTOMATIC MINING MACHINE

Definitely a fun level and clever mechanic.

 

25 CONSTANT COMPANION

A nice concept and a fun level.

 

26 PROCESS IMPROVEMENT

I really liked the bowling balls on railroads - well, more time on ice than on tracks - even if not that hard, still took me some tries to find out what I was supposed to do.

 

27 DETECTIVE STORY

Edit: Now solved it, the obvious way was really misleading me, but once you eliminate the impossible, whatever remains, no matter how improbable it seems, must be the solution to the great detective story.

 

28 FACES IN THE MIRROR

It's an easy fun level, really nice, and again a great idea.

 

 

Let's come to the summary of the levels by rating them on a scale from 1 to 5. 1 doesn't mean that I didn't like something, or something was extremely easy, I just set them into relation to each other (and just within this levelset), and since all levels in this set are really good, and a lot are pretty hard, some get a 1 in some categories, some a 5... This is really subjective and probably others will completely disagree... For each one how much I liked the concept ©, the difficulty of the puzzle / to find out what to do (D), how hard it was to execute the solution (E) and how much fun I had in the process / playing the level (F)

    C D E F
01: 2 1 2 1
02: 4 3 2 4
03: 1 5 1 2
04: 1 2 4 2
05: 3 5 4 2
06: 5 4 3 3
07: 4 2 2 3
08: 2 1 1 3
09: 4 4 3 4
10: 4 1 1 4
11: 5 4 5 3
12: 4 2 3 3
13: 5 5 2 5
14: 5 5 2 4
15: 3 1 4 2
16: 3 1 3 4
17: 1 1 5 1
18: 3 1 4 4
19: 3 1 1 3
20: 2 3 5 2
21: 3 2 1 4
22: 1 2 5 1
23: 4 1 1 4
24: 5 1 2 5
25: 4 1 1 5
26: 5 3 2 5
27: 5 5 1 5
28: 5 2 1 5

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Thanks a lot for the feedback! I already sent you a PM but I'll respond here too.

 

-SPOILERS-SPOILERS-SPOILERS-SPOILERS-SPOILERS-

 

01 HOARDER

Sorry you didn't enjoy it. I'd love to hear others weigh in on the concept. My own feeling is that it was fun to come up with a strategy for dropping un-useful boots out of the way. In each room I'd leave an item on each square including the element square and thus the center area starts to clear out by the end of the level.

 

04 THOUGHTFUL

The way I play this doesn't require any precise timing. My strategy involves sending maybe 4 bugs into the left side of the level and getting them to circle the two islands on that side, all the while blocking any new bugs that try to enter the area. Then I get the rest of the bugs to go into the lower room. The most important part here is ensuring none of them escape. Stand near the entrance to the room and get the bugs all together by blocking the NE corner of the passage around the big island with the tank cloner. You should be able to get them all circling the island, and then you're golden.

 

11 AROUND THE CORNER

I agree the learning curve is pretty unforgiving, but once the mechanic is understood isn't the solution rather methodical?

 

15 FORCE ANXIETY

I almost never make levels where you have to get the timing exactly right. On this one (as with FORCE PERIMETER) you can give yourself all the time in the world by backpedaling on the force floors while planning your next move.

 

17 DEADLY SMILE

Same idea as on 15, I would NEVER deliberately make a player suffer through that much precision grabbing. In this case the strategy is hinted at in the hint about the eyes being in sync with the chin, and the forehead with the smile. Running through the forehead will put you in a movement step that allows you to safely collect all the chips in the smile as long as you don't stop moving. Running through the chin will likewise do the same for the chips in the eyes. Thus it's actually a fairly easy level to execute, but maybe a little more of a puzzle than it seems.

 

19 ROVER SWAPPER

Yeah the waiting part is unfortunate, at least the rover has speed boots though, right? I wish there were more predictable monsters with inventories <_<

 

20 MISBEHAVIOR

I really wish I could see your solution! While I had plenty of trouble with the teeth, I never had any issue with them picking up teleports the way I played it.

 

21 INTERNET FREEZE

I'll consider upping the time limit on the next release. It's not meant to be a time crunch :)

 

27 DETECTIVE STORY

I really hope you keep working on this one! Right now, it sounds like you're on the wrong track. The solution involves a large dose of deception, but no hidden information. Feel free to PM if you want a more specific hint.

 

Thanks again, your feedback was very helpful :)

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I've played through almost half the set! Here are my thoughts so far:


#1 (HOARDER): Other people may have found this annoying, but I rather liked it. (Though I'm confused about how it's even possible to get that bonus flag at the bottom.) I think part of what makes a great level is managing its identity in terms of design and gameplay, and doing that successfully often involves understanding how to scale an idea - in which the original CC1 often lacked some discernment. This is a great example of placing a concept in a space that works for it. Doing this within the walls of, say, OORTO GELD would've been a disaster, but here, the tiny area of LESSON 1 is perfect. Fun: 4. Difficulty: 3.

 

#2 (PUSH AND PULL): I'm still not used to hook levels, but this is a great one, and again, the compact space works like a charm. Unless I'm missing something, is it supposed to be impossible to get the bonus flags? Melinda can't walk over dirt, and there are no hiking boots or transmogrifiers that I'm aware of. Fun: 4. Difficulty: 3.

 

#3 (ONE LESS'N BEFORE): One of the things I appreciate about this set thus far is the balance between levels that are very direct references to their predecessors and others that take the given space and do something completely new. Turning the original boot lesson into a level that involves dropping boots is pure genius. It's not the best level ever, but it's an enjoyable break from the rigid puzzles. (For the record, I ended up peeking in the editor to see the bonus trick.) Fun: 3. Difficulty: 2.

 

#4 (THOUGHTFUL): I love this idea, but I feel like this could've been a bit more forgiving. I'm glad to read that there's a methodical solution that avoids a take-your-chances-with-the-bugs-and-hope-they-don't-clog-up-an-area approach, which is what I ended up doing, but I guess I missed it. Fun: 2. Difficulty: 3.

 

#5 (POOL OF THE ACCURSED): This is another level I wasn't terribly thrilled with. The beginning section took me quite a while to figure out, and understanding how to play the "balancing" game with the blue teeth was compounded in difficulty by the CC2 mechanic of teeth lunging forward whenever they start moving depending on what tick you're on. Perhaps there's a better way to solve this, though. I did enjoy the final room and using the boots to trap the teeth in between buttons. Fun: 2. Difficulty: 4.

 

#6 (SPIRIT PORTAL): It took me a while to figure it out, but this level was a lot of fun. It's yet another example of using space wisely and paying tribute to the original level while taking it in a new direction. As far as I know, there seems to be only one way to set up the yellow teleport in the right room to make the necessary item collecting work. The hint about dropping yellow teleports is also a plus! Well done on all counts. Fun: 5. Difficulty: 4.

 

#7 (IF WALLS COULD SPEAK): I love how just about everything in this level somehow corresponds to the original, but the gameplay is something incredibly fresh. The playing area for the mirror player is obviously LESSON 7, but the replacement of thieves with transmogrifiers makes this a blast, as is the trick to forcing the buttons to be held down. I especially appreciated the restraint shown here too. It would've been incredibly easy to make this even more difficult by adding elements that are "gender-specific," but preserving the design of the original worked extremely well. Not to mention that upping the difficulty by keeping the original time limit is a plus too. Fun: 4. Difficulty: 3.

 

#8 (SHE'S GOT A TICKET): Although they may feel like filler, I like these easy levels. They're a welcome break from the tougher challenges, and this one does something I wish we saw in the stock CC2 game: a railroad maze! (Okay, so this is really nothing compared to the wonder that is #13, but we'll get there in a minute.) Making the "trap" areas visible is also a welcome touch as well. Fun: 3. Difficulty: 2.

 

#9 (OL' STUNT BANDS): There's been a thousand redesigns of NUTS AND BOLTS over the years. Many of them haven't really tried doing much differently than the original, and much of that can be attributed to the limitations of the CC1 elements. But here, we get a nice mixture of concepts old and new, and the new elements work like magic. For instance, I appreciate how the open space of rooms like the original's ice chamber and bug room are now dedicated to completely different challenges, while, say, the fireball / door room still has a fireball and some doors. And, of course, that ice slide. All in all, this was pretty much spot-on. Fun: 5. Difficulty: 3.

 

#10 (PROBING ACTUALITY): One of the shortcomings of BRUSHFIRE is that you can't really enjoy the full maze with a tiny time limit and a bug chasing you around. Fortunately, this resolves both of those issues. You're free to move around, and there are zero hazards (well, unless you drop the fire boots). Plus, I like the idea of opening up pathways to new areas by virtue of eradicating ice blocks, and the thin walls can certainly keep that interesting. Fun: 4. Difficulty: 1.

 

#11 (AROUND THE CORNER): Now, this. This level. This level is one of my favorite CC2 levels yet. It manages several tricks - the ability to operate within the allotted space without significant changes is certainly one. The concept actually took me a little while to figure out because I didn't really read the hint carefully - I thought you had to find a transmogrifier and use up your green key to grab that other teleport! Discovering the significance of the railroad area was an amazing "aha!" moment, and navigating the tanks through the maze was a blast, even though I made several mistakes that necessitated a restart. Haven't tried the upper right area yet, but maybe one day. Fun: 5. Difficulty: 3.

 

#12 (HASHTAGS): It's hard to follow up the last few levels, but this is certainly a decent entry in the set. The yellow tank mechanism works like a charm, and none of it ever feels tedious like its predecessor. Fun: 3. Difficulty: 2.

 

#13 (GREAT TRAIN ROBBERY): Oh, boy. This might just be my favorite level in the set so far, and at the same time, it gave me the most heartache because I kept making the dumbest mistakes ever, especially right near the end. This concept is absolutely amazing. The fact that the layout of SOUTHPOLE was transplanted here and works like it does is incredible, and the spots where the paths cross over fit into the puzzle perfectly. On top of that, the generous time limit is a huge plus. I won't be ashamed to admit that after I got the RR sign at the end, I took the time to get those bonuses - they felt well-earned! Fun: 5. Difficulty: 4.

 

One thing that you may want to fix when releasing future levels (at least I hope there will be more!) is the name of the set. It's called "Chips Challenge 2" on the level set selection window. :)

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Thanks, J. B.! I appreciate the very specific and descriptive feedback, and the very nice compliments.

 

I've exhausted my free trials of Parallels, VMWare, and Windows now on both my computers, so I'm not sure when I'll get back to the game, but I'll keep these in mind for when I do.

01 HOARDER

Bonus just involves clearing enough space to push the block up through the FF and onto the trap button (you need suction boots and armor). I've done it a couple times, just had to come up with a room-by-room plan to pack away all the unneeded items.

 

02 PUSH AND PULL
Did I really do that with the bonuses? :facepalm:  I think I designed the level with Chip and switched it to Melinda last minute.

I'll take another look at 04 THOUGHTFUL and 05 POOL OF THE ACCURSED since they haven't been too popular. On THOUGHTFUL I must have just stumbled upon the method, since I've gotten it almost every time. I definitely didn't think it was going to be as frustrating for players as it apparently has been. On POOL yeah the teeth balancing is borderline outrageous. I can pull this level off almost every time but it definitely might be a case where my knowing the intended solution obscures the difficulty of finding it. I may just do a complete redesign.

 

On 06 SPIRIT PORTAL, I'm pretty sure you're right, only one spot for the teleport that works. This was definitely a case of trying a design without knowing whether it would be possible, I was pretty relieved to find that sweet spot.

The rest of your reviews are pretty in-line with my own feelings about the levels, which is always a relief as a designer! I'm looking forward to trying out Centennium once I figure out the least expensive way to play CC2 (Y) .

 






 

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Personally, I quite liked Thoughtful.  I went for bonuses twice, decided that got too chaotic and then just trapped all the bugs circling and it was easy and fun.

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I downloaded this set some time ago, but it's taken me a long time to get you some feedback, since many of your levels are harder than a bulletproof vest wrapped around a steel pole ;) . This is not a bad thing, of course. I think the idea for you levelset is intriguing and I surely was challenged while playing it. Here's my feedback, highly subjective as usual. Feel free to take what you want from it and leave what you don't want :).

 

1 HOARDER

 

I'm gonna have to agree with _H_ on this one. It's certainly not an attractive level to be met by as the first in the set. I think I spent more time looking at my inventory than the actual playing screen. Not a big fan.

 

2 PUSH AND PULL

 

Now this one is much more fun! The constricted space and shortness of the level makes this one a winner. I thought there was some hiking boots underneath one of the blocks, and that was the way you was gonna get the bonuses.

 

3 ONE LESS'N BEFORE

 

I kind of think the solution is to

place boots and a block underneath the force field so that you can be on the force field without pushing the block inwards, and then get the last chip

. I never managed to pull that off. It's a intriguing puzzle, one which looks practically impossible with so few elements. But yeah, I was not able to win this one.

 

4 THOUGHTFUL

 

The idea was interesting, that you're this substitute teacher who needs to set your rebellious, teenage ant students straight and shape them into regular, upstanding ant citizens. It was pretty hard though, I never got it to work even after numerous attempts. But I liked the design of the level. Maybe a bit fewer ants would make this one more enjoyable.

 

5 POOL OF THE ACURSED

 

I haven't been able to figure this one out, seems very hard. Will get back to you about it.

 

6 SPIRIT PORTAL

 

This one is really cool! It's one of the level which takes the old CC1 map and creates an entirely new situation that still sits well with the old map. It's really tricky to get it right and mindbending to think the steps ahead required to pull it off. Very cool concept.

 

7 IF WALLS COULD SPEAK

 

This one was very enjoyable to play through. Doppelganger-controlling missions are great when you can turn off the control and walk around and plan ahead. I had a good time with this one.

 

8 SHE'S GOT A TICKET

 

I'm not a big fan of railroad-track heavy levels, mostly due to me having a hard time to see where each track leads. The shortness of this one made up for it though, but due to my personal bias, not one of my favorites. But it was neatly designed.

 

9 OL' STUNT BANDS

 

Very cool level with many interesting and eye-popping puzzles. This one was a blast to play through. I don't know if you regard it as a bust, but I kind of stacked up on some extra bowling balls in the block destroying room and used them to kill off a few bouncing balls as to make it easier for me (I liked that I was able to do that). I think it's cool that its a full fledged NUTS AND BOLTS sequel with the same concept of different rooms with separate puzzles, only this time they're only based around CC2-mechanics.

 

10 PROBING ACTUALITY

 

I had a good time walking around a popping ice blocks into chips :) One of those levels which isn't hard but still satisfying.

 

11 AROUND THE CORNER

 

Terrific concept that translates into a fun experience experimenting with the tanks. Definitely one of the strongest level so far. My only improvement suggested would be maybe making the third tanks path easier, and maybe putting ice on those long stretches you have to walk for the chips and bonuses. I had Cock Robin's song "Just Around The Corner" stuck in my head the whole time playing it :teeth: .

12 HASHTAGS

 

Honestly, I think this level is really charming and cute. I had a fun time playing it and think it I think it earns it's spot in the set :).

 

 

That's how far I've come. More feedback when I beat more levels :) .

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Thanks for the feedback! Please feel free to put 13 and 14 on the back-burner until the end as they are arguably the hardest in the set!

01 HOARDER - that's two votes against and only one in support. Too bad... I may eventually re-order all the levels by difficulty and that way I can make a nicer opening experience.

02 PUSH AND PULL - yeah the bonuses are broken.

03 ONE LESS'N BEFORE - you got the idea right. I'm still trying to figure out why it only works half the time.

04 THOUGHTFUL - never thought it would be so difficult for everyone! When I figure out how to restore my broken access to CC2, I'll have to record my solution.

05 POOL OF THE ACCURSED - don't worry too much about this one. The feedback I've gotten is enough that I'll probably make considerable revisions to lower the difficulty.

09 OL' STUNT BANDS - I hadn't considered that. I think it's definitely a minor bust, especially since you can kill the walker and simplify the red teleport puzzle.

11 AROUND THE CORNER - thanks! I hear what you're saying about the third tank, but I also really want to stay true to the walls of TRINITY. Plus I like it that it is possible but difficult so the bonus is that much more rewarding. Ice on the long stretches is definitely a good idea.

Thanks on all the rest!

 

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Part two of my review :)

 

13 GREAT TRAIN ROBBERY

 

Haven't beaten it yet, but it's a really clever level.

 

14 TELEBLAST

 

This level is really cool! I just wish I could wrap my head around how to beat it, I'm pretty stuck as is. Looking forward to when I get further on it (Y)

 

15 FORCE ANXIETY

 

I had a really hard time on this level at first. I came back some time later and won it in my first try. It's a decent level, not one of my favorites though, but it earns it's spot.

 

16 CAREENING

 

This was one of the most fun levels in my opinion. I played through it twice, the second time to get the bonus. Really good twist on Cellblocked, which was a level I really didn't like back then.

 

17 DEADLY SMILE

 

At first I had a really hard time with this level, and I somehow didn't understand the hint. After I got the hint the level still was pretty difficult to pull off due to the plethora of pink balls and the need to remain in motion at all times. However, eventually I got into the groove, and once I had figured out a suitable plan for execution it was actually quite fun. It's a very cool concept, which is what gave me such diligence :)

 

18 DUNGEON QUEST

 

I really wanted to like this level, but it's too frustrating. This has the potential to become the Blobnet of the set, in my opinion. I have tried a lot of times but always screwed up, so I've pretty much given up on it. I think it could be fun if it were way less monsters.

 

19 ROVER SWAPPER

 

Unfortunately the random behavior of the rover messed a bit with my enjoyability of the level. It's a cool concept as always, but with the tight time limit it feels a bit out of your hands how it's gonna go (I finished it with just 5 seconds left on the clock). The speed boots mitigates this to a certain extent, but it still wasn't one of my favorites.

 

20 MISBEHAVIOR

 

I will get back to you about this one. It's really hard :teeth:

Is it a spoof on the Kool-Aid Man? (maybe that was super obvious)

 

21 INTERNET FREEZE

 

This one took me several tries to beat, I always ended up with a few chips left when the time was up (the time limit was fine though, with a longer one it would probably be too easy). Very nice aesthetically and in my opinion a bit tricky. I liked this one.

 

22 EVER PASSING MOMENT

 

It's a very cool 'dance' pattern you have designed but it's way too much to keep track of for me. Probably not gonna finish it.

 

23 REDEMPTION LEVEL

 

Very cool mechanic, no question about it. A nice twist of Blobnet :)

 

24 AUTOMATIC MINING MACHINE

 

It feels like I'm a broken record at this point, but... very cool mechanic! :D This one was really fun to play, originally I didn't know that your direction controlled what way the bowling balls went, so I was a bit frustrated at first. Once I got it, it became much more fun. It requires a lot of carefulness to get through however, which eventually puts you into a certain mindset. Really like this level.

 

25 CONSTANT COMPANION

 

I actually had a really fun time with this one, the level is super-cute. It's very straight-forward but also fun to execute.

 

26 PROCESS IMPROVEMENT

 

At first I was flabbergasted at what to do in this level, it was a lot to take in. Once I got through that first part I had a good time with the level. I didn't comprehend the switch problem around the bug, so I solved it by just randomly hammering the switches :unsure:. Another of those levels where you've really taken the original level's layout and made something completely different with it.

 

27 DETECTIVE STORY

This. My favorite level, no question. Awesome in how mystic it appears at first, how you will need to revert your conventional CC-solving thinking, in how it beautifully bastardizes Go With The Flow into creating a level that in some ways is the anti-thesis to it, great use of monsters. Very nice bonus which feels rewarding to get. I think it's fair, fun with a medium difficulty. It's a tricky level, but I like levels like that ;)

 

28 FACES IN THE MIRROR

 

Very cool level again, with a good difficulty, had it been harder I think it would have felt a bit annoying, but as it is it's a very satisfactory and cool-looking level to play through.

 

Are there any plans to continue this levelset? I know you have some troubles getting access to CC2, which is a shame, but I'd really like to see more of this experiment (or just more levels from you in general). Your levels are extremely creative and unique. Even the levels I don't like I want to like because of the handiwork :P.

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Thanks, Pulluxx.

The good news is I have access to CC2 again and have been working on the Walls project some more. The completionist in me would really LOVE to modify all 148 original levels, and maybe I will. But it's also been tough going lately and a huge time commitment, and some of the levels (e.g. the mazes and especially the thin wall mazes) just seem impossible to adapt sometimes. So I can only say it's an active project with no promises about the future. One of my design goals is to have (in general) a reverse difficulty curve so that the earlier levels contain most of the super-tough challenges, while the later levels turn into easier going. Then release two versions, one ordered in terms of difficulty and another in the original order.

 

I appreciate the feedback!

-DUNGEON QUEST is going to be significantly reworked in the future.
-MISBEHAVIOR and TELEBLAST are both puzzles that I built without an intended solution in mind, and thus got a pretty good feel for the player experience. They are definitely quite difficult! But I think they do a good job of testing the mostly uncharted waters of what yellow teleports are capable of.
-EVER PASSING MOMENT is one of those concepts that I would have made a lot shorter if I wasn't explicitly staying within the original level format. That being said, I don't think it's outrageous--there's room for reasonable error, and the safe way to play is just to follow the path all the way through.
-I might up the time limit on ROVER SWAPPER. I wish rovers were less annoying but I do feel like the speed boots help a lot.
-So, so gratifying to hear the feedback on DETECTIVE STORY! It's probably the level that I care most about in the set. :)


 

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Some awesome concepts in this pack!

Hoarder: Great level, although I agree with . Maybe add a little more time?
Didn't realize until this level you could push blocks in this way.

Lessn' Before I'm stumped on!

Great train robbery I liked a lot.

Careening was fun. I REALLY appreciate having the helmet on that level. I remember an old CC1 level like this, but obviously without the helmet it's an nightmare.

Faces in the mirror: isn't that also a title of movie or some famous line? Or do I remember incorrectly?

The last several levels all have some really cool and complex concepts, even if they're quite hard.

Automatic Mining Machine: I like the level AND, this helped me realize how to make a somewhat similar mechanism I've been trying to make.

I'm curious; when did you make this pack? Recently or back when CC2 was made?

I'm not finished playing; I haven't beaten a lot of them; If/when I do I'll leave more comments.

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Hey thanks for the feedback! This is a current set, but some of the concepts (FACES IN THE MIRROR particularly) I was just starting to discover back in the day when the official voting ended. I am also actively working on expanding this set, still hoping to renovate all 148 original levels, slowly working on #45 currently.

I'd love to see that mechanism you're working on. Yes, the level title is also a movie title apparently. ONE LESS'N BEFORE has a really cool solution in theory but in practice it's a little hard to pull off. PM me if you want the solution. I agree on CAREENING vs BLOCKSLIDE, I've always hated CC1 levels that relied on blocksliding just because of the high stakes involved on each push. The helmet really opens up some new ways to be forgiving as a designer.

 

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:D good luck on renovating all 148 levels. [forgot to mention; that's a cool idea of course] It was fun figuring out which level was which. Since it's been a while that I've played CC1 I don't remember the level order exactly. Also forgot to mention; I love the Nuts and Bolts tribute; since that was one of my favorite levels and I like most of the Nuts and bolts tributes.

 

One thing I noticed in several of your levels is a mimic on some button [which effects some other part of the level] with teleporters around it to enable it to keep moving in one direction while chip moves around. I noticed speed boots always present in this device; why?

Anyways, I thought of something like this but wasn't getting it to work quite right.

 

 

My mechanism that I mentioned; not sure yet if it's doable or even something interesting/worth doing. It was a level where the player must not stop moving at all or for very long, if he does; the mimic device triggers something to happen which either cooks the level or gives some kind of penalty.

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Set has been updated! Here are the release notes:

 

001 HOARDER (LESSON 1)

time: 150

replay: Y (3120)

bonus: confirmed

changes: none

comments:


002 PUSH AND PULL (LESSON 2)

time: 400

replay: Y (4850)

bonus: confirmed

changes: replaced water with bombs to make bonuses possible

comments:


003 ONE LESS’N BEFORE (LESSON 3)

time: 100

replay: Y (2180)

bonus: confirmed

changes: none

comments:


004 THOUGHTFUL (LESSON 4)

time: 450

replay: Y (4900)

bonus: confirmed

changes: now only 8 ants instead of 10, confirmed bonus


005 THIN BLUE LINE (LESSON 5)

time: 400

replay: Y (3740)

bonus: none

comments: A completely new level, replaces “Pool of the Accursed” due to poor reviews. The puzzle involves carrying a lightning tool across three rooms without triggering a catastrophe.


006 SPIRIT PORTAL (LESSON 6)

time: 200

replay: Y (3970)

bonus: confirmed

changes: none

007 IF WALLS COULD SPEAK (LESSON 7)

time: 150

replay: Y (3310)

bonus: confirmed

changes: none


008 SHE’S GOT A TICKET (LESSON 8)

time: 150

replay: Y (3600)

bonus: confirmed

changes: none


009 OL’ STUNT BANDS (NUTS AND BOLTS)

time: 400

replay: Y (3920, forgot to get x2 flag)

bonus: confirmed

changes: updated bowling ball area with thin walls, added bonus flags to fireball room, removed half of the swivel doors to make it less likely to get stuck


010 PROBING ACTUALITY (BRUSHFIRE)

time: 350

replay: Y (1990)

bonus: confirmed

changes: none


011 AROUND THE CORNER (TRINITY)

time: 800

replay: N

bonus: confirmed

changes: added ice to the chip/bonus pathways


012 HASHTAGS (HUNT)

time: 450

replay: broken towards end

bonus: confirmed

changes: changed placement/value of bonuses; all bonuses are obtainable now


013 GREAT TRAIN ROBBERY (SOUTHPOLE)

time: 999

replay: N

bonus: confirmed

changes: none


014 TELEBLAST (TELEBLOCK)

time: 999

replay: N

bonus: none

changes: removed bonus, made cosmetic fix w/ yellow floors replacing dirt blocks outside rooms


015 FORCE ANXIETY (ELEMENTARY)

time: 450

replay: N

bonus: confirmed

changes: made popup wall / no green key tiles separate to avoid bug, added 2nd 1K bonus at upper right


016 CAREENING (CELLBLOCKED)

time: 600

replay: N

bonus: confirmed

changes: none


017 DEADLY SMILE (NICE DAY)

time: 200

replay: N

bonus: confirmed

changes: updated the hint to be a little bit more specific


018 DUNGEON QUEST (CASTLE MOAT)

time: 999

chips: 15

replay: Y

bonus: confirmed

changes: This is a complete overhaul of my previous design. I think it is MUCH improved. The dungeon monsters are still there, but they are separated by many dirt blocks. All rovers carry hooks so the blocks are constantly shifting. There are four `auto-turrets’ which the player can strategically start and stop. Finally, a double yellow teleport system keeps you in communication with the castle, so reloading isn’t as annoying. You could probably also play the level using the yellow teleports to drown the monsters in the moat, as an alternate strategy.


019 ROVER SWAPPER (DIGGER)

time: 500

chips: 1

replay: N (actions all seem right but it doesn’t work for some reason)

bonus: none

changes: removed the bonus


020 MISBEHAVIOR (TOSSED SALAD)

time: 400

chips: 0

replay: N

bonus: unconfirmed

changes: significantly enhanced the secret area


021 INTERNET FREEZE (ICEBERG)

time: 400

chips: 140

replay: Y

bonus: confirmed

changes: upped time limit to 400


022 EVER PASSING MOMENT (FORCED ENTRY)

time: 600

chips: 8

replay: Y

bonus: unconfirmed

changes: none


023 REDEMPTION LEVEL (BLOBNET)

time: 0

chips: 0

replay: Y

bonus: Y

changes: none


024 AUTOMATIC MINING MACHINE (OORTO GELD)

time: 999

chips: 42

replay: Y

bonus: confirmed

changes: none


025 CONSTANT COMPANION (BLINK)

time: 700

chips: 23

replay: Y

bonus: confirmed

changes: none


026 PROCESS IMPROVEMENT (CHCHCHIPS)

time: 600

chips: 9

replay: Y

bonus: confirmed

changes: moved exit to make bonuses non-trivial


027 DETECTIVE STORY (GO WITH THE FLOW)

time: 400

chips: 3

replay: Y

bonus: confirmed

changes: none


028 FACES IN THE MIRROR (PING PONG)

time: 500

chips: 0

replay: broken

bonus: confirmed

changes: none


029 TWENTY-FIRST CENTURY ICE MAZE (ARCTICFLOW)

time: 800

chips: 82

replay: Y

bonus: confirmed

comments: Pretty difficult as far as mazes go. I definitely amplified the theme from its predecessor about it being easier to get to a boot than to return with it. There are four maze rooms, but three of them are played differently with the ice boots than without, leading to seven distinct mazes.


030 BUTTON SMASHER (MISHMESH)

time: 600

chips: 36

replay: N

bonus: none

comments: Another difficult maze. It’s exactly the maze from Mishmesh but the buttons are wired such that all toggle floors are acting walls, and all toggle walls are acting floors. I apologize in advance!


031 PRETZEL (KNOT)

time: 150

chips: 46

replay: Y

bonus: none

comments: Railroads and popup walls, nothing too terribly difficult. The biggest challenge is unraveling the knot and ending up near the exit.


032 SWIVEL MAZE (SCAVENGER HUNT)

time: 400

chips: 18

replay: N

bonus: none

comments: I was at a loss for what to do with these walls. Replacing all the SE corners with swivel doors makes it an easy and casual experience.


033 FIGHTING FIRE WITH ICE (ON THE ROCKS)

time: 900

chips: 9

replay: N

bonus: none

comments: Streams of ice blocks pour out of each cloner when the button is pressed. It’s much faster paced than ON THE ROCKS but still requires planning.


034 RELICS OF A LOST AGE (CYPHER)

time: 555

chips: 113

replay: Y

bonus: confirmed

comments: Aiming for casual play here. The walls and floors are CYPHER are inverted, and the level is about ‘excavating’ these relics from a lost age when levels were password protected.


035 STACKS (LEMMINGS)

time: 400

chips: 10

replay: N

bonus: confirmed

comments: Action level with plenty of hiding spaces. There’s just enough chaos outside the stacks to make planning your next move a challenge.


036 SLIDESHOW SIDESHOW (LADDER)

time: 350

chips: 27

replay: N

bonus: confirmed

comments: The two big puzzle rooms (S and E) are the focus of this level.


037 BULLSEYE VILLAGE (SEEING STARS)

time: 400

chips: 37

replay: N

bonus: none

comments: The original level is almost unrecognizable due to the bullseye rings and invisible walls. It’s a simple invisible wall maze with a little bit of dodging.


038 DOUBLE E FINAL (SAMPLER)

time: 600

chips: 0

replay: Y

bonus: confirmed

comments: This logic exam consists of 9 electricity puzzles. Solving each allows you access to the next room. The two blue keys in the starting room allow you to skip up to 2 problems, or can be used for bonuses at the end.


039 WHEN MY GOBBLING DAYS ARE OVER (GLUT)

time: 200

chips: 0

replay: Y

bonus: none

comments: I was always confused by GLUT. It seemed very pointless with the immobile teeth monsters and low chip count. This is my updated vision for what the idea should have been, the trick being to avoid teeth while shedding blue keys and clearing a path to the exit.


040 TANTALIZING BARRIERS (FLOORGASBORG)

time: 600

chips: 1

replay: N

bonus: none

comments: The chips form the effective walls of this level. Pick up one and you won’t be able to exit. I’d rate this as a fairly difficult puzzle.


041 DOWNRIVER PUSH (I.C. YOU)

time: 0

chips: 56

replay: N

bonus: none

comments: My untimed dirt block & water level for the set. Substituting blocks for walls and water for floors wasn’t quite possible, so I added 4 bowling balls to be used creatively. Oh, and I left all the ants and teleports in just because.


042 BEWARE OF SHAPESHIFTER

time: 500

chips: 0

replay: N

bonus: none

comments: This is another level where I build on the original concept. It will keep you on your toes! At each corner you have about a second to identify which will be the safe hiding square after the monster passes through one, two or three transmogrifiers.


043 SYNCHRONOUS MODE BLOCKING (LOCK BLOCK)

time: 700

chips: 0

replay: N

bonus: confirmed

comments: The hook really seems like it should make your life easier than it does.

 

(044 based on REFRACTION is missing and remains under construction)
 

045 FOOTRACE THROUGH FIRE SWAMP

time: 600

chips: 41

replay: N

bonus: none

comments: A few different puzzle concepts on the right side form the slow buildup for the footrace on the left.


046 FEARLESS ACROBAT (THREE DOORS)

time: 450

chips: 37

replay: Y

bonus: confirmed

comments: One opening puzzle, and then three dodging concepts. Hidden bonus.


047 DAY TRADER ON ICE (PIER SEVEN)

time: 90

chips: 4

replay: Y

bonus: confirmed

comments: A frenetic itemswapper around a central rink. With careful route planning you can buy yourself enough time for the bonuses.


048 RETURN STRATEGIES (MUGGER SQUARE)

time: 700

chips: 5

replay: N

bonus: none

comments: In each of the four rooms, you need to plan a route back before stepping on the thief.


049 ERRBODY GOT PROBLEMS (PROBLEMS)

time: 300

chips: 18

replay: N

bonus: confirmed

comments: My take on the PROBLEMS concept. Blue keys will be erased by the pink ball onslaught. Grab enough to get through the doors; the six extra will be good for bonuses. In the top room you get to set yourself up for success using the doppelgangers.


050 FAVORABLE DISTRIBUTION (DIGDIRT)

time: 800

chips: 16

replay: N

bonus: none

comments: Blobs are deterministic (you're welcome). Should be plenty of time for this sandboxy level.



051 WALKING ON EGGSHELLS (I SLIDE)

time: 750

chips: 113

replay: N

bonus: confirmed

comments: Each bowling ball buys you a useful split second. There aren’t any spares, so one strike and you’re in the gutter.


061 PAN DIMENSIONAL SLIME RAILWAY (RINK)

time: 500

chips: 1

replay: N

bonus: none

comments: It’s exactly the maze from RINK but looking very different and a lot more fun to play IMO. The colors separate the four ‘dimensions’. I made it more of a key hunt than a thrash-a-thon.

  • Upvote 1

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I'll continue my feedback, for now with the next ten levels.

Rating: Concept and Design / Puzzle Difficulty / Action Difficulty / Fun

29 TWENTY-FIRST CENTURY ICE MAZE
A great level, I really liked it. Especially the bottom part is really complex, and took me a long time to figure out. Overall I needed roughly 3 times the 800s :rolleyes: 
5/5/2/4

030 BUTTON SMASHER (MISHMESH)
A cool concept. I think however, it would work better, if the level would be a bit smaller. I would definitely prefer a time limit of 900s, since a specially at the beginning the inverted walls are quite confusing, and it takes a while to get used to them.
4/4/1/3

031 PRETZEL (KNOT)
I guess, you put the chips on the railroad switches, to not make it too easy... But I think this really backfires, since you have to find out, where you can choose your direction, and where not, and therefore it's just solvable via trial and error. It's doable since the level is short enough, but not a logically solvable puzzle. Without having to unraveling the knot blindly, this level would get way higher ratings from me :huh:
2/3/1/2

032 SWIVEL MAZE (SCAVENGER HUNT)
I don't think I had to use the revolving door mechanic to solve the level, just for shortcuts. This way an easy and fun level.
3/2/1/4

033 FIGHTING FIRE WITH ICE
Since around in a third of the cases, you are unable, to push a block down, without stepping from the buttons in another direction, you can't push the down button to immediately push the up button again, or you will end up in the fire. So putting ice blocks on some of the buttons seems the better idea, to bridge around at other places, with the same problem, but without dieing because you can't push every block. And the third option of cause, have a lot more patience, and work just with single ice blocks all day long... Except for the fun of crazy cloning action, this level didn't provide that much more, except the recollection of ON THE ROCKS, which was cool, but can't be in my rating.
2/2/3/1

034 RELICS OF A LOST AGE
A nice concept and a well done level. Not to tricky, but required educated guesses (because you were not able to see what lies ahead) at one or two occasions to be solved.  
4/2/1/3

035 STACKS
Too much dodging for me, at least for now...

036 SLIDESHOW SIDESHOW
A nice and easy level. If the intended solution of the bottom puzzle is not pressing every button twice, and the first one two times more, than it's a bust, but I guess, it is meant this way, and the top rows are just there to make it seem a bit more complex.
4/2/2/5

037 BULLSEYE VILLAGE
Even if I think, there is everywhere more than enough space to dodge, it's quite tricky to keep in mind where the ghosts will go and where the invisible walls are at the same time. I'll save this one for another day...

038 DOUBLE E FINAL
The second room was a bit tedious, I think a 2*3 or 3*2 grid would be sufficient, to make the trivial approach not a real possible solution. Room number eight did confuse me somehow, and I ended up skipping it (I haven't had a second look at it, but if you can mess it up, to make it unsolvable by the wrong steps, that might be the reason). My favorites are number five, because it's fun to watch the signals, and seven, because it's a nice puzzle.
4/4/1/4

039 WHEN MY GOBBLING DAYS ARE OVER
Find a strategy to avoid getting killed, and at the same time get to the exits. Not too hard, but a fun to play level.
3/2/2/4

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As before; almost all of these are really unique and interesting concepts; but very challenging for a novice like myself. Many I have not beat yet, but even some of those I didn't I enjoyed. I didn't try all of them yet either, but I'm posting in case I don't get to play again for a while.


Dungeon quest is a lot more fun now! The turrest are a nice touch too.

ROVER SWAPPER -- enjoyed this level; and managed to beat it with like 3 seconds on the clock. I'm sort of torn between liking time challenges like this or preferring no time limit, as it's really frustrating to run out of time on a level like this.

I like the level which replaces pool of the accursed but it is very difficult; haven't figured out the trick yet. Seems impossible without some crazy trick. Are there any glitchy tricks?

Process Improvement: I really liked this level. For some reason the very beginning stumped me for a while because I couldn't figure out how to trap the bowling balls :rolleyes: after that dumb foresight, the rest of the level was fairly easy, but fun.

Fighting fire with ice:
for some reason, sometimes, when standing on the pink button you can't move downwards and push blocks. Idk why this happens but it's annoying.

Double E Final - a nice concept. Sometimes I find I'm able to stumble across the solution to a logic puzzle just by chance instead of understanding it; which doesn't feel quite as rewarding; this hasn't only happened on this level or on your level set btw.
Logic gates are a tough thing to figure out, especially when on a time limit.

BEWARE OF SHAPESHIFTER - it does keep you on your toes!

when my gobbling days are over: very nice one! that's all I have to say. Certainty an improvement over Glut which was dumb imo, unless you remove the center exit.

Tantalizing  barriers -- a lot harder than it looks at first!


Are you aware that in your in-game level list; level 45 says "Footrace through fireswamp" instead of "Fearless Acrobat" as it should?
 

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040 TANTALIZING BARRIERS
A Great level, definitely one of my favorites. Nothing is misleading, but the correct way is often not that obvious. At several points I had to go through all possible options available to find out what to do, except up to the end, I had no clue how to get the blue key, but than, suddenly, after getting all items, everything started to make sense.  B)

5/4/2/5

041 DOWNRIVER PUSH
My first impression was, wow, a lot of block pushing coming up, than I thought, not that hard, there are a lot of blocks, but than I realized, you need a lot of blocks. I have to admit, I have not solved it, I ended drowning chip, or running out of blocks, but before I spend a lot of time, out of curiosity, how strict is the level designed, is it possible to solve the level with wasting a block, or are there just as many as you need, if you do everything in perfect order?

042 BEWARE OF SHAPESHIFTER
It took me a while to get used to the order of transformation, but than it's quite doable.
3/1/4/3

043 SYNCHRONOUS MODE BLOCKING
Another really nice puzzle level, the hardest part for me was to find out how to let timid teeth out; if you are not planing ahead, he might not cooperate with you. :rolleyes:
5/4/3/5

045 FOOTRACE THROUGH FIRE SWAMP
There might be a problem with the level file. When I first played the level, there were several green buttons seemingly randomly in the level, and there was no exit in the level. After having another look at this level today, there is an exit in the level, the hints have text, but there is no way out of the starting area, which looks quite a bit different, but I somehow guess, there should be a yellow door or something...
 

046 FEARLESS ACROBAT
Great mechanics and a cool design. The only drawback, certain parts get a bit repetitive.

4/2/3/3

 

047 DAY TRADER ON ICE
The time limit is really tight here, and required several tries. I think five more seconds would be a good idea.
3/2/3/3

 

048 RETURN STRATEGIES
A great level and really nice puzzles (Y)

The fire part was really tricky, and the gravel part harder than it looked at first. The time limit could definitely be even higher, you don't really want to make a dumb misstep later on because of time pressure, and have to redo everything...

5/5/2/5

049 ERRBODY GOT PROBLEMS
Getting the blue keys is relatively simple, getting the last few chips proofed to be not.
3/1/3/3

 

050 FAVORABLE DISTRIBUTION
I like the idea of the concept, playing it is however a test of patience. The blobs seem to have a tendency, to get through the teleports exactly the tic they get turned of - not really, but the probability gets higher the more blobs are on the other side, to get one back, so not too much fun to play for me.

051 WALKING ON EGGSHELLS
Stepping on a clone button twice in fast succession seems to bust the level, since all doors stay open.

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Thanks for the reviews, guys!

 

On 30 BUTTON SMASHER I could up the time limit. I agree the concept might fit a smaller level better, however I am also tied to the Walls. I'll think about it.

 

I'll take another look at 31 PRETZEL I don't like guessing games either, I made this one in a hurry and thought it was more of a puzzle than that.

 

I might be able to move the buttons on 33 FIGHTING FIRE WITH ICE.

 

On 36 SLIDESHOW SIDESHOW, yeah, that's the intended solution. I gotta make some of the puzzles easy ;) .

 

038 DOUBLE E FINAL - I hear you on room 2. I did feel like adding the 2 blue keys helped with that though. I'm pretty sure you can't break room 8, I just tried. The top left button cycles the main circuit through 4 different phases. Just press each of the other 4 buttons when they match the phase, if that makes sense. Mobius- yeah, I might up the time limit to 800 or 900.

 

041 DOWNRIVER PUSH - This was one of those "I wonder if this works" concepts. I beat it with one bowling ball and a few extra blocks left, and I think there are several strategies that work. As far as I can tell, only the chips at lower right are impossible to collect without a bowling ball, but some of the other rooms require very long approaches without that extra help.

045 FOOTRACE THROUGH FIRE SWAMP

Very strange! I just downloaded the set from cczone and everything looked normal :huh:

 

047 DAY TRADER ON ICE

I set the time limit based off being able to get all the bonuses (basically one victory lap), plus a couple seconds. I want it to be a tight time limit, but I will consider adding 5 seconds.

 

051 WALKING ON EGGSHELLS

Dang! Totally busted :(

 

Mobius: 005 THIN BLUE LINE does rely on a non-intuitive trick. If you cover up a wire with another element (water, fire, ice), the wire is buried but not destroyed. Hope this helps (Y)

 

Thank you for the feedback!

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045: I had another look into it, I guess it is some kind of weird memory leak in cc2, triggered by the hints, which are not properly processed. They should just use capital letters, to work correctly, which they don't in this level.

 

051: I hope it's an easy fix, since I really like the idea of the level. Via circuits instead of cloning this problem should be avoidable. :)

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On the Walls of CC1: I've neglected to mention any time I thought a level was too big because I know it's an adaptation of the level from CC1 which is likewise big. But I must admit I had this thought on quite a few levels. But then I usually prefer smaller levels regardless.

051 WALKING ON EGGSHELLS -- forgot to mention I like this one a lot too. I didn't discover the bust! Surely there is a simple fix. I actually made some similar set ups in levels of my own a while ago. I'll look into it though I'm sure you could find a better fix then I could.


On your misfits set which I play now and then:

Darpa Challenge: A really cool concept and fun level to work out! This is another one of those where the time spent designing the level must eclipse the play time like 10 times. It must have been fun though. Again, these types of levels are helpful for designers learning about logic gates.


The Full Monty Hall:
Luckily for me, I'm familiar with the monty hall paradox :P . This is one of those things that even after you understand it it still amazes me.
This makes more sense than the level with similar title from the game, although that level wasn't bad; it's not one of my favorites. Frankly I didn't understand it and could never get some of the bonuses.

Extraction: Insanely difficult! Haven't solved yet.

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First, I added some of the missing levels in #19 :)

 

And to avoid misunderstandings, as it perhaps happened in another thread, especially some of your levels totally blew my mind, and to distinguish them from really great levels, the letter ones got lower scores, which doesn't mean at all that they are not great levels :rolleyes:

And this goes down to all the scores, but there was not a single level which was bad by any means, all are at least good...

 

The problem I had in level 45 doesn't seem to be related to the level, it happened in a completely different level yesterday, but doesn't seem to be reproducible easily, perhaps my computer is just trying to annoy me sometimes, who knows.

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No worries! I've actually had to come to terms with the hard truth that every level in the Walls of CC isn't going to be a masterpiece, especially given that I've been working on the set for 8 months and am only 1/3 of the way done. Your feedback is extremely valuable and is usually more-or-less in line with my own feelings on the level.

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Walls of CC 1.3.0 is released! 

 

Change Log:

 

  • Removed bonus from Level 22 EVER PASSING MOMENT
  • Remade Level 31 PRETZEL so chips don't hide information
  • Fixed major bust in Level 51 WALKING ON EGGSHELLS

 

Added Levels:

 

Replaced Level 23 with PERFECT SAFETY RECORD (walls of BLOBNET). Fairly easy, use the blocks to keep the teeth away.

 

44 NEW YORK FASHION SHOW (walls of REFRACTION). This is the evil twin of BUTTON SMASHER. Sorry if it's maddening.

 

52 UPTOWN DECISIONS (walls of THE LAST LAUGH). Pretty proud of the puzzles in this one.

 

53 DISTURBING THE PEACE (walls of TRAFFIC COP). The blocks become very deadly once set in motion. Planning ahead is very important here!

 

54 RULE OF TINCTURE (walls of GRAIL). Fun puzzle level. I wonder if the optimized solution will involve skipping the eyeball and running blind through the canopies.

 

55 OBFUSCATED AND INTERRED (walls of POTPOURRI). No hidden information in this level, however it represents everything I've got as far as hard puzzles go. Intended for placement near the end of the set along with TELEBLAST and GREAT TRAIN ROBBERY.

 

56 UNDERSTUDY (walls of DEEPFREEZE). Spiritual sequel to DISCIPLE. I'm really proud of the design.

 

57 GREEN INVERSIONS (walls of STRANGE MAZE). Simple level, didn't know what else to do with the maze walls...

 

58 DOWNTOWN HESITATION (walls of LOOP AROUND). A few discrete puzzles separated by some zippy walkers.

 

59 PART AND PARCEL (walls of HIDDEN DANGER). Straightforward puzzles but a really tricky bonus.

 

60 SEPTIMAL MINOR (walls of SCOUNDREL). Some easy puzzles with a VANISHING ACT type maze up top.

 

62 I MOVE YOU MOVE (walls of SLO MO). SLO MO was a really difficult level to convert 'faithfully'. I tried a few different versions out and think this one is playable.

 

63 SLIMEYARD (walls of BLOCK FACTORY). More of a casual filler level.

 

64 PHOENIXVILLE PENNSYLVANIA (walls of SPOOKS). Again paying tribute to the design of the original. Blobs are deterministic. I like the gameplay concept.

 

65 CENTRAAL STATION (walls of AMSTERDAM). A full size railroad maze.

 

66 BEFORE MY VERY EYES (walls of 67 CHIPMINE). Similar to my 40x40 level OPTIMAZE. Choosing a good early route can significantly shorten the rest of the level.

 

67 MULTICHIP (walls of 85 TELENET). People on the Skype group have probably seen this exploitation of one of the weirdest bugs in CC2. Time limit is extremely short to encourage alternative chip-collection techniques  (although I may up the time limit a bit if people think I need to). 

 

Thanks for playing! I appreciate positive feedback as well as constructive criticism.

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