Mastered.
×
Lock 1:
1N1E: Fairly easy to get the idea and execute it.
1N2E: Nice. I admit there was a minute or two where I was trying to work out how to catch that last baby :
)
3E: A simple movement-order-working-out problem.
1N: The sort of puzzle I've seen from Larry before, but nicely tying into the hold theme.
Lock 2:
1N1E: This was a reject from Magic Show, right? It's still a nice little trick.
1N2E: Very nice :
)
3E: Also nice. I spent a little time chasing a red herring.
1N: This seemed too simple, although maybe I was just lucky. If the path was marked with 5s (as some later rooms were) I think it could have been trickier without being nastier.
Lock 3:
1N1E, 1N2E: Shouldn't be a problem for anyone who has played Slitherin.
3E: Very nice.
1N: I like how it becomes progressively harder, but it was too repetitive for my tastes. Manouevering more than one rattler at once would be more interesting. (or at least the option to do that)
Master Lock:
Speaking of trivial rooms, I hope the three exit rooms are marked trivial too.
1N: Good
1N1E: GREMTS? SMERGT? I can't make anything out of these crazy letters!
2N1E: Excellent.
Secret: Assuming I did it the right way, very good. If it's meant to be easier, I wonder what I missed. If it's meant to be harder, you sir are a
fiend.
Overall:
The Hold: A little easier than I expected (especially for an Expert hold), and there was perhaps too much focus on serpent manipulation in places. Apart from that, excellent.
Voice acting: Beethro is good as always, as were the other two characters.
Story: hmm... intriguing. Creates more questions than it answers. (but I didn't have any questions to begin with)
Click here to view the secret text
×Ten miles to go! Man, I thought it'd end with Beethro hammering on the gates of RH.