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IHNN's levels feedback/discussion (New inside: Walls of CCLP4!)

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Thanks for the feedback!

82: I find this to be all right.  It hasn't got anything special.  The hint feels a little pointless as a button just under a block that doesn't move seems suspicious.

83: I think it is annoying, considering that there is no pattern.  Or maybe there is one?

92: I would love to see this in CCLP4.

96: Another level I would like to see this in CCLP4.

100: There are not enough walkers to make this level painful.  The tank concepts are interesting.

102: Three of the four rooms are all right.  The teeth room is very hard very late in the level, especially with invisible walls.  Sorry.

133: It doesn't feel like a complete level.  It feels like there is something missing, but I don't know what that would be...

135: The hardest level I solved in this set.  It didn't take me three hours, but it still took me a long time.

138: It is a very fun level.  But is it actually possible to read the hint?  Also, I love the "cruel" ending part.

141: This seems rather easy for such a late level.  Apart from that, I have nothing to say.

147: There should be more open levels like this.  But this doesn't deserve the 147 slot.  This is way too easy.

82: I remembered someone complaining about a block cloner not being obvious.  If a tank cloner had fit with the aesthetic I'd have used that, but in this case a hint was the best solution.

83: No pattern, just a fairly long path.

92: Huh. I didn't find this one that great, honestly.

96: Agreed completely!

100: That's intentionally so, this is a bit of a breather.

102: I nerfed the teeth room in my CCLP4 submission set.

133: Again intentionally so: I wanted the level to feel somewhat surreal to play through, and it did the job.

135: I went overboard with the ridiculousness :V

138: Yes, the hint is possible to reach.

141: Again, breather level.  Constantly increasing difficulty wears thin without easier level between.

147: See above comment.  Further, I quite like it as a 147 since it subverts the traditional expectation of being the absolute hardest.

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Here is some feedback on Ultimate Chip 4:

1: Not very challenging, but the way to exit is creative.

2: This is an ordinary level.  I appreciate the fact that it doesn't fill the entire map.

3: This level is much easier than it looks.  That Pi2 in the corner is nice.

4: Small and fun level.

5: The various rooms fit perfectly.  I like it.

6: I found it rather confusing, but with levels that are completely different in both rulesets, this always happens.  The partial posting with the explosion is nice.

7: I like levels where there are various challenges without many walls to seperate them.

8: The gameplay is ordinary, but the level looks great.

9: No, I'm sure the hint cannot be read.  The rest of the level is all right.

10: Why do you give a password in the hint?  The pattern of thin walls and ice is creative.

11: This is a very interesting concept.  The pattern of exits looks nice.

12: The level is fun.  The blue key is a nice addition.

13: It is slightly harder than it looks at first sight, but once the safe spots have been discovered, it's rather easy.

14: Better than Deconstruction.

15: My favorite part is the last one.  Really interesting.

16: This reminds me a little of Exhibit Hall, especially since it is required to move a block from one painting to another.  I like it.

17: No.  I'm sorry, I don't like it much.  I appreciate the fact that you put gravel to prevent Chip from pushing against an invisible walls for a long time.

18: The thin wall part is ordinary.  The rest is unusual and interesting.

19: This reminds me of an ice block level you made for a Create Competition.  I prefer the ice block version.

20: I would have preferred it with a shorter time limit to make it more challenging.  I still like it, however.

21: I think it's better than most of Ultimate Chip (1).dat.

22: The blobs are not cloned fast enough to make it painful.  The fireball part reminds me of Glider and Fire.  And why the bug?

23: A fascinating idea.  It is much more creative than just toggle walls. I like the fact that the level remains solvable after the balls have cloned.

24: For some reason, it took me a while to find out I needed to avoid the red keys.  The level is still fun, however.

25: I didn't solve it yet.  The first part feels very hard for such an early level, especially since there doesn't seem to be any pattern.  I failed the second part each time I made it there because I didn't have enough time left.

26: I really like this concept of items that do more harm than good.

27: The level itself is ordinary, but the bugs and the complex mechanism for the fireballs really add to it.

28: I think it's easier than it looks, but fun.

29: Perhaps my favorite level so far.

30: It is a very rigid level, but different from most of the others, so I like it.

31: My favorite part is the tank part.  The rest is all right.

32: I like the fact that Chip can play the rooms in any particular order.

33: This looks great and...blue.  I especially like the use of walkers.

34: One of the most creative cypher levels ever.

35: The title is hilarious.  The level is fun.

36: After playing this level, I had a headache.  Sorry.

37: An interesting concept.

38: This level was slightly frustrating due to the quick timing that is sometimes required, but apart from that it was all right.

39: Really fascinating.  I solved it by working my way from the exit to the fire boots.

40: I would like to see this in CCLP4.

41: An ordinary level.

42: An interesting twist on this old concept.

43: Another level I would like to see in CCLP4.

44: I prefer the previous level.  This one feels very different.

45: The way to exit is nice.  The rest is also enjoyable.

46: A nice way to put two mazes in one.

47: An interesting way to build an itemswapper.

48: It's slightly harder than it looks, but I like it.

49: I haven't played the original, but this one is great.

50: It feels different from many other levels.  I like the fact that no precise timing is required on the force floor slide.

51: This level could have been good, but it was ruined by slide delay.  Sorry.

52: A fun level.

53: This feels a little like Deserted Battlefield.  The wall feels a little out of place, but replacing it with a block cloner would be a little mean.

54: A really fun level.  I had no problem with the blob part, although I appreciate the hint.

55: An ordinary level.  The hint is really nice.

56: A really creative level.  The various steps to solve it are fun.

57: The title is extremely appropriate.  The only problem I have is the teeth getting stuck in the teleport, rendering the level unsolvable.

58: A really creative way to build a simple maze.

59: The various rooms are fun.  The ice paths are well built.

60: A really unusual block pushing level.  It was fun and not tedious at all.

61: A really simple level.  I don't really understand why it was made.  Sorry.

62: A few very simple mazes.  It was all right.

63: Do you have any plans to publicly release this other game?  As for this level, it is really creative.

64: The layout of the level makes it slightly confusing.  But that's what makes it different.

65: It took me forever to solve the first room, becuase I was searching for a complex solution when it was really easy.  The sokoban is all right, but I have seen some better ones in UC3 and earlier in this set.

66: The title is funny.  The level is fun to play,  An interesting challenge would have been to add the green key later on, but the level is still fun.

67: I was completely stuck until I found the solution on the other side of the teleport.  Really creative.

68: It's amazing how fun and challenging such a small level can be.  I really like it.

69: The teeth part feels rather ordinary.  The force floor part is slightly harder in Lynx due to lack of boosting.  Essentially, this level doesn't feel special.

70.  The red key and the tank are not required.  Is this intentional or a bust?  Still, this level is nice.

71: I really like it when some parts of the level can only be achieved when specifically looking for them.  The sokobans are not very hard, but that's not a problem.

72: It's interesting.  I prefer the ball part, which reminds me of a level in CCLP1.  I prefer this version.

73: The various rooms fit perfectly together.

74: I think it's harder than it looks due to the way the insects are spinning.  But it's still interesting.

75: The hint explains everything that needs to be known.  The level is fun.  Is the force floor Pi intentional?

 

I will leave some feedback on the other half of the set once I will have solved more levels.

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10: Why do you give a password in the hint?  The pattern of thin walls and ice is creative.

17: No.  I'm sorry, I don't like it much.  I appreciate the fact that you put gravel to prevent Chip from pushing against an invisible walls for a long time.

19: This reminds me of an ice block level you made for a Create Competition.  I prefer the ice block version.

21: I think it's better than most of Ultimate Chip (1).dat.

22: The blobs are not cloned fast enough to make it painful.  The fireball part reminds me of Glider and Fire.  And why the bug?

23: A fascinating idea.  It is much more creative than just toggle walls. I like the fact that the level remains solvable after the balls have cloned.

29: Perhaps my favorite level so far.

34: One of the most creative cypher levels ever.

35: The title is hilarious.  The level is fun.

39: Really fascinating.  I solved it by working my way from the exit to the fire boots.

40: I would like to see this in CCLP4.

43: Another level I would like to see in CCLP4.

44: I prefer the previous level.  This one feels very different.

47: An interesting way to build an itemswapper.

50: It feels different from many other levels.  I like the fact that no precise timing is required on the force floor slide.

51: This level could have been good, but it was ruined by slide delay.  Sorry.

53: This feels a little like Deserted Battlefield.  The wall feels a little out of place, but replacing it with a block cloner would be a little mean.

56: A really creative level.  The various steps to solve it are fun.

57: The title is extremely appropriate.  The only problem I have is the teeth getting stuck in the teleport, rendering the level unsolvable.

60: A really unusual block pushing level.  It was fun and not tedious at all.

61: A really simple level.  I don't really understand why it was made.  Sorry.

63: Do you have any plans to publicly release this other game?  As for this level, it is really creative.

64: The layout of the level makes it slightly confusing.  But that's what makes it different.

65: It took me forever to solve the first room, becuase I was searching for a complex solution when it was really easy.  The sokoban is all right, but I have seen some better ones in UC3 and earlier in this set.

66: The title is funny.  The level is fun to play,  An interesting challenge would have been to add the green key later on, but the level is still fun.

70.  The red key and the tank are not required.  Is this intentional or a bust?  Still, this level is nice.

72: It's interesting.  I prefer the ball part, which reminds me of a level in CCLP1.  I prefer this version.

75: The hint explains everything that needs to be known.  The level is fun.  Is the force floor Pi intentional?

10: I decided to have hints in out of the way places with passwords in them, because I liked the idea of having to look for hints.

17: It's the obligatory invisible wall level, except it's not a maze.

19: I made this one first and replaced all the blocks with ice blocks for the create level.

23: This maze concept is my favorite in the set, honestly.  That's saying a lot since I had some good ones :P

29: I always found it to be fun, but not that great.

34: I'd say it's probably one of the most subtle, but not creative.

39: First level made for UC4.  I solve it that way, too.

40: Honestly, I like most of the level.  I still feel like the walker room should be redesigned further, especially for a CCLP.

43: Agreed!

44: Intentionally different.  Fun fact: this and the previous level were made over 100 levels apart.

51: I was careful when designing that part to make sure the slide delay shenanigans would never kill Chip or cook the level.

53: That was the idea when designing it.

56: Anothing of my favorite maze concepts.

57: I noticed that after the fact, though there is a way to make the tooth monster not get stuck.

60:  That was exactly the intent: block on water is really underused.

61: It's a simple walker dodging level with wide open spaces.  It serves as a nice bit of variety from some of the other levels surrounding it.

63: No plans to publicly release it if it's not already available from the Dragonfly engine site-I don't even have the final version of the source code available.

64: Another of my favorite maze concepts, though I went more of an itemswapper/collection route here.

65: Honestly, the sokoban didn't necessarily need to be tricky, it just needed to utilize the gimmick well, and that's what it did.

66: See #64 but with collection.

70.  It's a bust made intentional- random 8 found it during testing, but since it forces a linear order I believe it's actually slower than doing both paths at once.  Regardless, I think it adds to the level.

72: Nitroglycerin inspired the pink ball part.

75:  The pi shape wasn't intended, it's just how the design of the rooms force the shape into.

 

Thanks for the feedback!

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Fun set so far! I'm currently on level 52, and I think I found a bust...the block at 8,17 can be pushed up to 13,19, then over to 17,19, at which point Chip can get underneath it and down to the exit, completing the level in about 25 seconds... I figured I'd give you a chance to fix it before I report a score for it at pie guy's site...  :)

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I've been skipping around the set, but I like the levels I've played so far. 118 is my favorite so far, and I love the title. I like the concept of level 131, although my luck wasn't that good so it took several tries to beat it. 136 was also a fun concept. 123 is a really awesome concept.

 

I think that 61 should have had a few more walkers for a bit more of a challenge, given how much open space there is. Regardless, it's always good to have a few simple monster dodging levels like this one. 110 also seemed a little underwhelming. I like the idea but it's to easy to not get lost. I would try having smaller, but more chambers to pass through.

 

Your level titles are awesome. It's hard to beat titles like Unmitigated Hint Factory Disaster and Occlusion of Collusion. In addition, I like the idea of out of the way hints with passwords. This is a fun set with some nice compositions.

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I just recently completed Ultimate Chip 2. It was really good, although I had a lot of trouble with some of the levels. But I got through them all.

 

The only major busts I found were in levels 21 and 104. In level 21, you can just use the two blocks to build to the exit after using a fireball to explode a bomb and in level 104, you can just use the ice to quickly slide by the teeth to get to the exit. I played both levels the intended way and they were both enjoyable should they be fixed.

 

Now to begin Ultimate Chip 3...

 

~Bowman

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FYI, I just solved UC4 #85 (Bubble Wrap) without opening the green or blue doors, by pushing a block up to the toggle buttons through the bomb room.  Was this an intended alternate solution?  (Also, on level 77 I only needed one of the suction boots and ice skates, but I don't think this affected the solution much...)

 

Still enjoying slowly working my way through this set...  :)  My favorites from the last bunch I played are Postmodern Temple, Labyrinth of the Elemental Waffle, Secret Underground Society, and Round and Round.

 

edit - also, a wall at 2,13 might prevent a shortcut at the end of level 88, but it looks like this bust has already been taken advantage of at pie guy's site...  :)

Edited by pillowpc2001

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FYI, I just solved UC4 #85 (Bubble Wrap) without opening the green or blue doors, by pushing a block up to the toggle buttons through the bomb room.  Was this an intended alternate solution?  (Also, on level 77 I only needed one of the suction boots and ice skates, but I don't think this affected the solution much...)

It wasn't originally intended, but the multiple different methods of taking a block to the northeast was something I was fine with existing in the level once it was caught. The second set of boots in Backyard Snow Fort is there for if the player doesn't take both blocks at the start, and symmetry :P

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Here is some feedback on the second half of UC4:

76: This is much better than Vanishing Act  I like it.

77: Nothing special, but still fun.

78: A nice twist on Short Circuit.  Better than the original, I think.

79: Nice title.  The level itself is nice.

80: The various rooms are very fun and the level looks great.

81: This feel ordinary, but I don't see any way it could have been improved.

82: There is a minor bust in MS: it is not necessary to stop the cloning of walkers, only to walk through the tile in which they drown.  The teeth part feels much harder than the rest of the level.  Apart from that, it is fun.

83: This is a very creative level.  I would like to see this in CCLP4.

84: I think it's ordinary.

85: One think I really like are the various rooms that cannot be accessed.  The rooms that can be accessed are fun, especially the sokoban.

86: A nice way to use teeth.

87: I like the fact that it is possible to solve the rooms in any order.  My favourite room is the tank room.  My least favourite is the force floor one.

88: The centre room is rather unusual.  The outer room is also very interesting.

89: I never played the original.  I especially like the room where there is one solution per ruleset, and the last room.+

90: I didn't particularely like it.  I was sometimes confused by the teleports.

91: I always like hard sokobans like this one.

92: Nice hint.  The sockets are interesting.  The bugs on fire look great.  The level is fun.

93: I have not solved this yet.  I know how to perform every part of it, except getting the chip behind the bomb.

94: I generally don't like force floor puzzles, sorry.  However, the block pushing part is creative.

95: Not solved yet.  I am stuck at the beginning.

96: I would like to see this in CCLP4.

97: I don't know how I managed it, but this took me less attempts to solve than Knot.

98: It was fun, but not particularely great.

99: Thanks for making only three keys required!  Did you manage to solve it using the long method?

100: Very fun, but not quite as good as Antidisruptive Caves.

101: I think it's fun.  I especially like how the glider room requires no cloning.

102: An interesting level that is fun.

103: The sokoban is great.  The title is hilarious, especially with the hint.

104: This level feels ordinary.  I didn't like it much.

105: The problem I find with this level is that the various rooms don't seem to fit together very well.  The blob room feels like an attempt to fill the rest of the map.  Sorry.

106: I think it is very creative.

107: I haven't played Ape Escape, so I guess I don't really understand this level.

108: I have the feeling the shape of the level is supposed to represent something.  The gameplay is all right.

109: I found the first part of the level to be the hardest and slightly frustrating.  The rest is great.

110: I think it is ordinary.

111: An interesting puzzle.

112: Not solved yet.

113: I especially like the fact that some rooms are only seen but cannot be accessed.  The title is also nice.

114: Rather fun, especially with the short time limit.

115: I only found the partial posting exit.  I like the fact there are several other solutions, but I didn't find them.

116: I think it's very fun.

117: An interesting concept.

118: This is the best level title I have ever seen.  As for the level, I would like to see it in CCLP4.

119: I like how the puzzles progress from the easiest to the hardest with all of them similar.

120: A really nice concept.  However, I was slightly disappointed by the small size of the level.

121: It is interesting to find an ice level where the skates are available at the beginning.

122: A rather easy level, but still fun.  Nice time limit.

123: I would like to see this in CCLP4.  Great concept.

124: Thanks for putting the teeth at the start.  My favourite room is the last one, but the trap one is great too.

125: I like the use of clone machines that clone nothing.

126: I haven't solved it yet, but I guess it wasn't such a gorgeous sweet flower after all.

127: I really like it.  I think it is very creative.

128: Why the period at the end of the title?  Overall, I liked it.  The teeth room was particularely creative.

129: Really fun puzzle!

130: Not solved yet.

131: It seems that the first rooms are to show the solution to the next one, but I didn't notice many patterns.  I eventually solved it using the editor.

132: Great title.  As for the level, the hints are a nice way to limit the block pushing.  The rooms that cannot be accessed look great.

133: Not solved yet.

134: A nice way to use nails.  The hint is very funny, especially with the title.

135: A very creative concept.

136: I think this is very nice, but I would have preferred it if all four key colors were required

137: A nice idea.  I spent a large amount of time trying to drown the teeth, which was slightly annoying, but I guess this wasn't required.

138: It looks great, but I haven't solved it yet.

139: The concept is interesting, but I find the sounds to be annoying, so I disabled them, rendering this level nearly impossible.  Sorry.

140: I think it's ordinary, but I still like it.

141: Several raooms have interesting concepts.  A good level.

142: A really good and fun level.

143: I think it is a good level.  The walkers can sometimes be annoying, but then, I hate walkers.

144: The level has not been solved yet, but I really like how the various rooms look like or play like several official levels.

145: A surprisingly hard sokoban, and very fun.

146: A great level, good enough for CCLP4.  the tank room was especially hard.  I don't really see the point of the trap that cannot be accessed, but I guess that's all right.

147: Not solved yet.

148: This feels like a good "easy 148" level.

149: One of the best levels of the set.  I love how you used parts of several previous levels and some in UC3.  A great way to finish a great set.

 

I'm looking forward to UC5.

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82: There is a minor bust in MS: it is not necessary to stop the cloning of walkers, only to walk through the tile in which they drown.  The teeth part feels much harder than the rest of the level.  Apart from that, it is fun.

83: This is a very creative level.  I would like to see this in CCLP4.

89: I never played the original.  I especially like the room where there is one solution per ruleset, and the last room.

95: Not solved yet.  I am stuck at the beginning.

96: I would like to see this in CCLP4.

97: I don't know how I managed it, but this took me less attempts to solve than Knot.

99: Thanks for making only three keys required!  Did you manage to solve it using the long method?

105: The problem I find with this level is that the various rooms don't seem to fit together very well.  The blob room feels like an attempt to fill the rest of the map.  Sorry.

108: I have the feeling the shape of the level is supposed to represent something.  The gameplay is all right.

118: This is the best level title I have ever seen.  As for the level, I would like to see it in CCLP4.

120: A really nice concept.  However, I was slightly disappointed by the small size of the level.

136: I think this is very nice, but I would have preferred it if all four key colors were required

144: The level has not been solved yet, but I really like how the various rooms look like or play like several official levels.

146: A great level, good enough for CCLP4.  the tank room was especially hard.  I don't really see the point of the trap that cannot be accessed, but I guess that's all right.

149: One of the best levels of the set.  I love how you used parts of several previous levels and some in UC3.  A great way to finish a great set.

 

I'm looking forward to UC5.

82: It's very minor, so I don't think I'll be changing it within UC4.  For a CCLP I'd probably have it fixed, though.

83: It might be a bit tough on the execution side to just solve for a CCLP, but I'm glad you liked the concept!

89: I put a lot of effort into making sure the last room couldn't be busted, kept the general theme of Valen's Fortress and could be done without stopping.

95: You have to get the 2 monsters nailed on the toggle door, and then push the block to nail on the monsters.  It's a pretty tricky puzzle, though!

96: Me too :P

97: There's about 3 times as much time to spare here (in MS), so even though there's more opportunities for slides, there's also a lot more room to mess them up.

99: I have reached the hint.  All it took was a bit of patience.

105: The different rooms were meant to be very different while fitting the theme of a structure that recreates itself over time.  The blob room has gliders and components of the glider gun from Conway's Game of Life-unfortunately, any proper structure wouldn't fit!  Blobs were the closest to automata as well, so I put a few in.

108: Cleyra is a location in Final Fantasy 9, and it's a tree surrounded by a sandstorm.  I borrowed the roots and then a mechanism from FF9 (with the bugs representing sand flooding through) for inspiration: there's even a chase at the top!

118: I came up with the concept, made a level around it, and then the name hit me and I knew I had to use it.

120: I think the small size works in its favor, especially since it was difficult keeping the paths varied with the limiting aesthetic I chose.

136: It was tricky enough designing a good maze that worked with both keys without trying to add more colors in.  At that point it would pretty much be ripping off Tunnel Clearance, as well: this keeps it as its own level.

144: I figured this was a good concept for 144, especially since by this point I'd played through CCLP3.  This level also took the longest to design of the entire set, at 5 and a half hours.  The Jungle/Jaywalker section underwent a lot of changes to keep it fair and allow recoveries from failed attempts.

146: The trap is hooked up to each of the buttons along the fireball path so that there's auditory feedback of "yep, this is going the right way!" in Lynx, as unconnected/useless buttons don't make a sound.

149: I agree-taking so many of the most memorable concepts and putting them all together in one level was something I knew I wanted to do from the beginning, it was only a question of which concepts and levels would be put in.  Gravity Well, In the Pipeline, Cluttered Crosswalks, Error Code 512, Antidisruptive Caves and the ending from UC2's Storage Facility were things I definitely wanted to include, from there I drew up a list of about 40 levels I wanted stuff from, and cut it down to around 25, divided up into 3 groups and then built the level around that.  This one took about 4.5 hours to make, but it definitely paid off.

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Really liking it so far.

Trial by fire: good all round level

Friendly Loop: nice, short level. Could use a shorter time limit maybe

Linear Interpolation: Very nice puzzle

Slaps: This one was fun, not much else to say

Infernal Sokoban: Good sokoban, I didn't find it all that difficult, but it was fun to solve

Winter Storm: Good use of speed boots + time limit, It'd also be cool to see a longer level like this

Slime River: I don't have much to say about this one, it was alright

Frogger: this one was neat, I also like how it's pretty easy but getting all the bonuses is is much harder

War Zone: Haven't beat this yet, though I ran out of time near the end due to me using a bunch of time pushing ice blocks into bombs, pretty fun level, time limit is probably fine

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Trial By Fire: Great introduction level, I quite liked this one. I might have a soft spot for Nuts & Bolts type levels though :P

Friendly Loop: I don't know if I can add anything to FelixNemesis's critique. It was a nice level to have early on.

Linear Interpolation: I haven't beaten it yet, but I'm pretty close. Liked it so far, even though it's a bit messy.

Slaps: Nice, short level. Could be nice to sandwich it between two bigger levels.

Infernal Sokoban: I don't think I'm the biggest fan of sokobans, but I really liked this puzzle. So I think that's an endorsement :D

Winter Storm: Ok level. Was a nice change of pace after the sokoban level.

Slime River: Not all levels can be special, so this one is kind of scraping the bottom of the barrel for me. May be due to my dislike of the ugly slime tile.

Frogger: Feels like there's a lot of Frogger-themed levels, but maybe that's just me? For what it was it's pretty good.

 

Overall, I really like what I've seen so far! Gonna continue it later and return with more feedback.

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Favorites were: VARIOUS SHADES OF BLUE, TEAMWORK WORKS, and IN THE PIPELINE.
Had fun with the set, thanks for uploading!

1: TRIAL BY FIRE
Linear, pretty easy to figure out, lots of variety. Easy to not find the green teleport room with the 4 chips & + clock and get to the exit with 4 chips left, but pretty sure you could retrace your steps. Got the 1k bonus S of blue teleport and the 100 bonus in the teeth room. Ghost puzzle at end is good but it’s a little annoying having to hold right against the toggle wall but then release before entering the flamethrower, it would be easy to get the puzzle right but still either die in the flames or not make it through the door out of timidity. I recommend a thin wall on the west side of the flamethrower. Time limit is fine.

2: FRINEDLY LOOP
(is the spelling intentional?)
Nice little level. The split second timing for a block slide takes a bit to get used to, but the short level makes it fine, better than that CCLP2 level.

3: LINEAR INTERPOLATION
Water under block at top left is a little bit mean. Bowling ball puzzle is fun but it’s tough to time the release w/ green button so that it leaves the flippers behind and not some other useless item. It is also frustrating to have only one shot at sidestepping onto the grey button at lower left. I missed it four times in a row and had to redo all my work.

Overall a relatively difficult level that relies on split second timing in a couple places but is short enough to be a lot of fun.

4: SLAPS
This was fun. Getting the teeth to stay where you want them is definitely more difficult than in CC1. The bonus situation is pretty clever.

5: INFERNAL SOKOBAN
Good sokoban of medium difficulty.

6: WINTER STORM
It's okay :) Love/hate the speed boots!

7: SLIME RIVER
I like this concept. Pretty bonus-heavy. It felt pretty loose though? I guess the max bonus route would be a lot tighter.

8: FROGGER
Please rename this level! I tried playing it like frogger and it just doesn’t work. I was actually feeling frustrated until I switched strategies and worked more with the pattern. Good level, but the name is a bad fit imo.

9: WARZONE
Mixed feelings about this level. The opening block puzzle is fun.

The middle bomb puzzle is also fun but it feels very confusing. The mechanism where the ghost blows up the clone machine is clever, but it comes out of nowhere and didn’t really make sense to me. I gather it has to do with the bonus flags? I felt like I got through that area without fully understanding the designer’s intent.

The late sokoban puzzle is an excellent puzzle, but the stakes are pretty high due to all the work you spend getting there. I got it the first try but it would have sucked to screw it up and have to restart everything.

Ending is fun :)

10: BLASTING CAPS
Fun puzzle. I think I busted the ending because I never used the bowling ball, I just blew up the block and the no dynamite sign with one blast, and then brought the dynamite from the water room down to blast to the exit.

11: VARIOUS SHADES OF BLUE
Fun level. I made it way harder than it was. The teleport that pushes the ice block back on you is pretty mean, but the rest is fair. You could make a wonderful bonus area that is only accessible by partial-posting the teleport in the glider/iceblock room if you wanted to.

12: HAUNTED SWAMP
Awesome :)

13: TEAMWORK WORKS
Awesome :)

14: SHUFFLE
Haven’t beat it yet but I'm close. Really nice puzzle.

15: PORT BLOCK
Beat it, but I didn’t feel like I figured anything out in the process. Not very satisfying since I didn't really understand what I'd done with the teleports.

16: OUTLIER
Got it first try, not a bad puzzle.

17: 2 PEOPLE 2 BOOTS
Name = ewww. Pretty easy though. Might be confusing if you don't know how dropping items on FFs works.

18: IN THE PIPELINE
Very fun item-swapper. Is it intentional that the pipeline is broken in some places (i.e. west of the RFF)? It is possible to save the force boots all the way to the end but it doesn't really bust anything.

19: GENERIC MAZE
No, I’m not going to play this ;)

20: PURSUED
Guess I’ll call this type of puzzle a boot-dropper? Not bad.

21: OUT OF TIME
Did not beat, too difficult for my tastes. I was getting frustrated (>20 attempts) by the time I figured out how to get past the centipede area. I spent almost as much time trying to get the FF time bonuses as they were worth. The next puzzle room looks awesome but I had no patience for it due to the difficulty in getting there and not enough time to figure it out. My recommendation is to split the level into two levels right at the end of the centipede room.

22: TIME TRIAL
Yeah it’s okay

23: DYNAMITE DELIVERY
I really enjoyed all of this level except for the part where I had to ride RFFs to the chip socket. It’s way too easy to get stuck there, and not very clear how not to. Bonus concept (10pt flags everywhere but lots of x2s) is interesting. Recommend an alternate way around the RFFs, getting stuck there brings down an otherwise really great puzzle level.

24: BALL FACTORY

Too difficult for my tastes. After >50 tries I have succeeded once in shutting down 2 out of 3 cloners, and maybe 5x in shutting down a single cloner. Interesting idea, and I understand what I need to do, it's just a little too action heavy for me.

25: PROTACTED PROTECTION
Really easy… did I miss something? Just pushed four blocks to block the tanks, dropped the bomb two spaces from the wall, and done. Not bad, just felt like a surprise break after the last two.



 

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I have a question regarding level 3, Linear Interpolation. Was the intended solution to exit via

hooking a block from the left

? Or did I bust it? :P

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Here is some feedback on UC5:

 

1: VERY short but fun.

2: Ordinary.

3: Ordinary.

4: The concept is very interesting, but hard on the eyes.

5: This is a nice adaptation of the Time Trial level.

6: Not very good, nothing interesting, sorry.

7: The pointless pink balls look good.

8: My favourite part is the level is the sockets.

9: I think it is fun.

10: All the locks turned into bombs makes this level very different and still fun.

11: This level feels like it was designed for a Time Trial.  For casual play, it is rather ordinary.

12: The level isfun, the hint is hilarious and the title is ordinary.

13: Quite frankly, I prefer this level to the CCLP2 level it is based on.

14: A fun level.  I like the fact that the first part of the hint is pointless as the button is no longer held down by the time the player reads it.

15: Ordinary.

16: Ordinary.

17: The use of the keys makes this level very good.

18: I didn't find any differences between this level and the Time Trial version.

19: This level is fun and looks great.

20: Ordinary.

21: A great itemswapper.

22: Good block pushing level.

23: I generally don't like monster redirecting levels, but the use of multiple clone machines, the teleports and the blocks make this one very good.

24: Ordinary.

25: My least favourite level so far in this set.  Far too easy.

26: Very fun l.evel.

27: I really like it.  And the teeth look great.

28: Awesome title and very good level.

29: This is a good use of force floors.

30: Really good itemswapper, the unusual ways oa accessing certain items (tank button, blue key) are particularely nice.

31: Overall, it was good.  The fact that the order in which the locks must be visited is not rigid is good.  However, the paramecia feel out of place, as all the other monsters follow the outside of the room.

32: Nice title and great blue level.

33: Best level so far in the set.

34: Worst level so far in the set.  The last part is very rigid and annoying, and in Lynx, this is a major eye strain.  Sorry.

35: Really great level.

36: Rather easy.

37: Much better than the previous on.

38: Ordinary.

39: I like it.

40: I have been unable to solve this level because each time I reached the top of the shaft, there was a paramecium stuck in the teleport.

 

Do you have any plans to add more levels to this set?

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Sorry for double posting, but here is more feedback:

 

41: Very fun.

42: Unusual but fun.

43: THIS LEVEL IS UNSOLVABLE due to missing button connections.

44: This level is busted: if is possible to use the blocks to access the blue room without going through the green room.

45: Ordinary.

46: Not solved yet.

47: Very fun.

48: Ordinary.

49: Really great level.

50: Not very good, it looks like this level was made without any real idea of the final goal.

51: Fun.

52: Not solved yet.

53: I would like to see this in CCLP4.

54: The various rooms are very creative.

55: I find it tedious.  Sorry.

56: My favourite part is the sokoban.

57: Good dodging level.

58: The level is all right.  The title is probably a reference to the CCLP2 level, but doesn't really match the level, I think.

59: I would like to see this in CCLP4.

60: Not solved yet.

61: Really fun level.

62: Another fun level.

63: This level feels like it is unfinished.  Also I had to wait forever for a passage to clear itself between the monsters.

64: I haven't solved it yet, but I like what I played so far.

65: An unusual level.  I find it ordinary.

66: Good blob level, but not as good as those in UC3 and UC4.

67: I am either missing the obvious or this level is unsolvable: I am unable to make it past the water and glider room.

68: I would like to see this in CCLP4.

69: Another good CCLP4 candidate.

70: Ordinary.

71: Really great level.

72: Ordinary.

73: This took me forever to solve.  I hate walkers.

74: Surprisingly hard.

75: Ordinary.

76: Nice title.  Good level, although the force floor and block part was annoying.

77: Interesting concept.

78: Ordinary.

79: Another good CCLP4 candidate.

80: Not solved yet.

 

Overall, this is a fun set.

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Fixed levels 40 and 43, as well as some other smaller changes I don't remember.

44 is intentional as another way to solve the level.

67 is solvable-though it wouldn't be if the room stood on its own, instead of in the middle of the ice.

 

I definitely took a lot of inspiration from Rock when putting some of these levels together-just taking an idea and going with it. Personally I still find UC4 more fun, but I'm glad you enjoyed it! :)

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This is off-topic but Chipster, I strongly recommend you check out some of the CC2 sets available, since they are becoming more popular in a sense. :)

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This is an excellent pack all around. The levels have been mostly on the small size which is my preference. And the bonuses are nice too.

Trial by Fire: excellent hodge-podge level

Friendly Loop: very clever idea!

Linear Interpolation: tough for a small level; took me a little while to figure out. Very intricate


Infernal sokobon: very tough but nice

slime river: the bonus is hard; I haven't gotten it yet.

war zone: nice one

Blasting Caps: the hint is mean; I used to put things like this in my levels until I realized it doesn't really add anything but annoy the player. Besides that: a solid great level.
However; when I finished I had 2 yellow keys leftover so I tried to go back and open the doors at the hint but wasn't able to [but I didn't try very hard..]

VARIOUS hues of blue: great level overall.

This is as far as I played for now; a great pack so far! and very little to complain about. The appearnce of the levels is usually nice too.
 

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I'm still designing!

 

With CCLP4 on the horizon, I've had some further level ideas and will be merging the new designs into UC5, hopefully eventually bringing it up to 149 levels, but this is a lofty goal. I'll be releasing what I have attached to the end of UC5 once February rolls around, and UC5 2.0 will be done (with level reordering) once I run out of level ideas/hit 149.

 

In the meantime, here's one of my most recent designs: 9oejexA.png

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I've had some further level ideas and will be merging the new designs into UC5, hopefully eventually bringing it up to 149 levels

eEd1J8T.png

 

Five levels left to design, then I'll be merging into and re-ordering UC5, with a few other assorted changes to levels. The above level will be level 137, just because of the title. It took a little bit to work out how to require the player to alternate sides, but the teeth and toggles do the job nicely.

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