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Ihavenoname248

Ultimate Chip 2: (Released!)

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I figure this is close enough to finishing, especially with the progress I've been making lately, that an "official" announcement of its existence wouldn't be promising something that may never come to be.  Anyway, I've been working on this on and off for the past...5 years or so, though mostly off.  It's essentially a sequel to my first big set, Ultimate Chip.dat, in that I'm trying to make it outright better.  Less (to the point of only a couple breather levels) throwaway levels, no invalid tiles, a lot more Lynx compatibility (though I got tired of designing around that after a point, I think level 70-80 is where), and generally better design.  Here's some samples of what I've got so far:
Teaser 1:


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I'm pretty happy with how this one turned out, as a sort of open-ended puzzle level.  Lots of options as to how to solve it, though currently it's untimed.  Perhaps I should make the timer 999 just to see how it gets optimized...


Teaser 2:


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A simpler level a bit later in the set, more to focus on aesthetics.  I know that brutal puzzle after brutal puzzle gets old fast, so I've been mixing in easier levels, simpler levels, even some action levels though for the most part I'm bad at designing those.


Teaser 3:


kOFPojf.png
Lastly, the top left corner of a level that I designed around the concept of having everything you need in the field of view from the beginning of the level...but needing to go to every extreme just in order to complete it.


 
No download link for now since I don't like releasing WIPs, though I suppose the first version with 149 levels will be version 0.9-people better than me at solving might find busts I missed, and I can't have that in the final product :P

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Had a series of level concepts come to me all in a row, wrote them down. This is what one of them turned into...it kind of took on a life of its own!  Progress on the set as a whole should be pretty steady, and then it's public beta time!  Just out of curiosity, would I want to make a different topic in the levelset discussion forum for discussing any suggested changes to the set, or would that all stay in this topic?

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So...this might be -slightly- over the line for reasonableness...but in the same token, I think I made it fairly varied. The title is fitting seeing as it's level 134, Slightly Less Painful.  So I guess 15 levels to go, and I have 2 of those conceptualized at a low level.  From there, some quick tests on my end to catch any major solvability errors, and then release (which will probably have minor updates to levels after that point if people find busts and such  :rolleyes:

 

edit: made a small change to the lower right not reflected in the screenshot.  Cross-checking is no longer required, nor is going on the 2nd force floor.

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Alright, over the weekend I had a bunch more ideas and hit 149 levels built (yes I made like 60 in the last month or so).  I'm current;y playing through the set myself to make sure everything is solvable, as well as tweaking balance on things.  My design process is literally design all the things > test all the things.  So far I've had a couple places where after the initial designing (years ago) I made some change for aesthetics that made the level unsolvable.  Tests are done through level 31 all in the space of tonight, so I'll release the set after I get through the rest.  Worst case, that's a week from today!

 

This means I meet my goal of getting this out before CCLP1, even though I technically began work on this before CCLP3's release...

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I promised to give a review to this set. Sorry for waiting too long IHNN :P

 

There are 149 levels in here. What I like from this set that it has some pretty good-looking ones! The puzzles can be simple or hard to tackle depending to the size. I haven’t played all of them, so recommend me if you want to hear my opinion about the other levels that I should play. Here are some notable ones:

 

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#17 Another Simple Puzzle: reminds me of From the Inside Out by Ben Hornlitz, except smaller and far easier to solve. Regardless, due to my suckness, I still fail on the first attempt.

 

#25 Let’s play a game:  I didn’t see that one coming! I didn’t notice the letters cleverly formed one by one until I read the hint in the end. My favorite! <3

 

#45 Potpourri II: Fun, but needs lucky timing (at the glider mechanism). I was lucky enough to finish it with 2 seconds left.

 

#49 Pixel Art: Nice art and teleport use.

 

#87 Mined Boundary: Unsolvable in Lynx. Instant kill by the fireball.

 

#104 Imprisoned: Busted in 3 seconds :P

 

#118 Flow of Force: I managed to use only 3 out of 4 pop-up walls. Another good piece.

 

#136 Togglequest: If it weren’t for the amount of strict monster dodging, I will give this 5/5 at CCLP4 submission lol.

 

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My concern is that some of the levels are too big while it can be resized by removing obstacles that were already used. Levels like “Slightly Less Painful” is an example--screws at the end of levels like this lowers the enjoyment. You have to start all over again.

Other than that, is fine. I can see some of them going to make it into CCLP4 J

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Yeah, as a whole I do feel like this set falls into some of the traps that CCLP3 fell into (and my first fell into some of the ones CCLP2 fell into lol).  Notably the set I'm working on now is taking a few cues from CCLP1, so hopefully it turns out even better.  I've fixed the bust in #104 (actually a very easy fix), and in a version I don't know if I've uploaded yet, I fixed #87 being unsolvable in Lynx.  I've been going through playing the set in Lynx fixing any compatibility issues I come across, though it's not exactly the highest priority at the moment.

 

As for my opinion on levels that should be played, #135 (Storage Facility) is one of my favorites, and #96 (A Boy and His Blob) has a concept I don't think I've ever seen before.  I also have quite a bit of fun playing #28 (Fire and Ice) and #77 (Streams).  Oh, and before anyone mentions this-#41 is intentionally busted as an alternate solution :P

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As for my opinion on levels that should be played, #135 (Storage Facility) is one of my favorites, and #96 (A Boy and His Blob) has a concept I don't think I've ever seen before.  I also have quite a bit of fun playing #28 (Fire and Ice) and #77 (Streams).  Oh, and before anyone mentions this-#41 is intentionally busted as an alternate solution :P

 

I like the pattern in #28, it was fun indeed. #96 could have been done better--I don't think the blocks were useful, instead I accidentally blocked the blob and cooked the level. I should have been more patient  :facepalm:

 

I would like levels with lots of chambers with chips and monsters in it (like #77) to be not needing all the chips. I actually played #41 before, and yeah, I remember busted that one. But forgot to include it in  :P

 

#135 was hard at the beginning. It took many times to figure which path should be cleared first. And after I did, I died again. Fix this part and then it would be great  (Y)

 

Well, some of the level are pretty hard to execute. But that's our tendency as level designer: "Try to beat this one!" *gives as many clever hard challenges as possible*

 

And later we realize that the fun factor is much more important. Which is why CCLP1 is awesome.

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