Nice to hear from you, JawaJuice
Really glad you enjoyed the pack. You sure had some fancy solutions
A lot of your solutions weren't exactly intended, but they usually involved some precise timing that I'm not expecting most players to shoot for. If that expectation turns out to be foolish, then I'll actually try to fix it. Your only true backroutes were Sour 5 and Sour 6. I have absolutely no idea what I'm going to do with Sour 5, but I have ideas for Sour 6.
Guigui, I really appreciate your feedback on individual levels, so thank you so much for that.
Really glad you enjoyed the pack. You sure had some fancy solutions
A lot of your solutions weren't exactly intended, but they usually involved some precise timing that I'm not expecting most players to shoot for. If that expectation turns out to be foolish, then I'll actually try to fix it. Your only true backroutes were Sour 5 and Sour 6. I have absolutely no idea what I'm going to do with Sour 5, but I have ideas for Sour 6.Guigui, I really appreciate your feedback on individual levels, so thank you so much for that.
My responses
Sweet 2: Yeah, this level is definitely the most gimmick-y level of the pack, essentially just making sure the player internalizes the fact that they can lose half their lemmings, since you almost never are forced to lose so many.
Sweet 3: Saving the Basher is perfectly acceptable; in fact it better prepares you for the intended solution to this level's repeat.
Sweet 4: Indeed, the Builders are the only real skill crunch here, nicely done!
Sweet 6: The solution is intended, and the resemblance to the mobile Lemmings game is indeed intentional, nicely spotted! I play the game occasionally and thought this level would be a fun nod to it.
Sour 2: Not quite intended, the finicky timing is not at all necessary
The easiest thing to do is compress the crowd after building across the first two gaps (taking advantage of being able to lose 10 lemmings) then find a way to separate one lemming from the bunch after getting past the traps. Not sure how or if I'm gonna enforce that though.
Sour 3: Glad you really liked this one! I think it's the level I'm most proud of. I think I did a good job recreating the feel of an actual ONML level with this one... aside from it having a slow RR and being taller than 160 px, both of which are required to make the level work at all.
Sour 4: Oops! I made the save requirement too lenient. You still got the core of the solution though. Shouldn't be too hard to fix.
Sour 5: I think I'm just gonna have to leave this level open-ended.
Sour 6: Indeed another backroute; I think my idea for JawaJuice's backroute will stop yours as well.
Sweet 3: Saving the Basher is perfectly acceptable; in fact it better prepares you for the intended solution to this level's repeat.

Sweet 4: Indeed, the Builders are the only real skill crunch here, nicely done!
Sweet 6: The solution is intended, and the resemblance to the mobile Lemmings game is indeed intentional, nicely spotted! I play the game occasionally and thought this level would be a fun nod to it.
Sour 2: Not quite intended, the finicky timing is not at all necessary
The easiest thing to do is compress the crowd after building across the first two gaps (taking advantage of being able to lose 10 lemmings) then find a way to separate one lemming from the bunch after getting past the traps. Not sure how or if I'm gonna enforce that though.Sour 3: Glad you really liked this one! I think it's the level I'm most proud of. I think I did a good job recreating the feel of an actual ONML level with this one... aside from it having a slow RR and being taller than 160 px, both of which are required to make the level work at all.

Sour 4: Oops! I made the save requirement too lenient. You still got the core of the solution though. Shouldn't be too hard to fix.
Sour 5: I think I'm just gonna have to leave this level open-ended.
Sour 6: Indeed another backroute; I think my idea for JawaJuice's backroute will stop yours as well.




which, by the way, only exists after opening the executable at least once. Search for the setting BEEP_PCM, which is set to 0 by default. Set it to 3, and the emulator will now use a different strategy for playing samples through the beeper and PSG, and the samples sound MUCH less bad as a result.