I like what you're doing here and I am trying to play this imagining I am a rank beginner (instead of just a beginner).
1W
Splitting the room works and it's a nice finish having those 4 serpents self implode all around you.
Note: if you exit and re-enter the room, the tunnel at 23,17 is blocked by doors. (Don't know why someone would re-enter, but they might want to return to the entrance.)
1S, 1W
Effective, well-done. I like that I got a chance to kill something myself. By this point, even rank beginners should be able to figure out how to kill a rattlesnake, having seen it in 1W.
2S, 2W
Excellent lesson. I didn't even know about the N, E, S, W. (See, this hold is perfect for me.)
Notes:
Could there be a checkpoint before each note? I found myself wanting to see some of the lessons again (this time counting moves as being on a Mac: no serpent clock for me
) and had to re-start the room.
Sand reference: this threw me for a moment. I guess because I've never built a room and so never thought about the names of the different types of floors. For a moment I wondered: Sand? What sand? Do snakes act differently on different floors? Then I realized - duh - it's the brown tile you used to direct players where/when the lesson would be demostrated. Maybe write it: "
When the snake hits the brown tile..."
Minor typing thing: there are underscores between words in the diamond instructions "
will_want_to move"
and in the notes at 33, 4 and 34, 13 "
it_wants_to go."
Overall Request
Is it possible to make the (non-Beethro striking) door-release orbs invisible? They're a little distracting.
Upcoming Test RoomRabscuttle wrote:
a 'test' room which will basically be "work out where the serpent will end up, then hit 5 a bunch and see if you are right."
Maybe toss in 3 serpents/rattlesnakes that you can release on at a time, trying each of the lessons?
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Thank you again for taking a project like this on. Many future delvers will be grateful.