So I’ve been meaning to post my comments, I just wanted to complete TCB before I did so. Rather than post level by level, I figured I’d post by author. One quick caveat to the room creators, understand that my enjoyment of a room is at least tempered by whether or not I can beat it in less moves than anyone else. Is interlude negotiator my favorite level because it has the best rooms, or because I seemed to get a lot of #1 scores on it… I’m really not sure. So, comments below:
Mike
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×Favorite Rooms:
Naming Office – I actually liked the Under City version better, as I learned something I didn’t know before about slayer movement.
DU – 1E & 2E – I like trying to figure out how to do these efficiently, and the rock golem certainly threw an interesting twist in there. I like 4E, as an introduction to hot plates, and as a neat twist on the “no turning” type rooms. 1N 2E was tricky, and a good puzzle room after the hack and slash of 4E. I also like the secret room quite a bit, as it presented a new challenge of DROD meets hot potato.
UtL – This was one of my favorite levels in TCB. I liked that in 3W part of the challenge was figuring out which roaches you even needed to kill directly. 2N 1W had me stumped for quite a while, and again, was a nice curve ball after the straight kill the roach efficiency type rooms.
IN – As I wrote above, this was my favorite level in TCB. 1N 1E was a great puzzle, 1S, 1S 1E, 1E… I liked them all, in that you really had to be efficient with your use of the fegundo, especially with the extra challenge that just one roach would do in the negotiator.
MO 1N – Despite what I wrote below, I do like some snake puzzles, and this was one of them, but mostly because it was more about manipulating everything but the snake.
KDND – 1E was a fun hack and slash room. 1N 1E was interesting, but I still am not the biggest snake fan. 2N 3E was very tricky.
AC – 3S was another fun puzzle room, probably my favorite in the level. Great use of a new element.
PH – 4N was another of my favorite rooms in the game. There just aren’t enough rooms with 40 guards in them. I just find them fun to manipulate. Only weenies use the speed potion.
Not So Favorite Rooms:
The city – The stand in line, builder manipulation puzzles just aren’t my cup of tea.
MO – 2N, 1N 1E. I’m not the biggest fan of snakes, so these were not my favorites. I just found trying to get all those snakes in the right tunnel somewhat tedious in 2N, and 1N 1E was useful in that I found out that while I like fegundo, apparently I dislike snakes more.
U – Neat rooms, but the point of the level was to introduce rotating force arrows, which were not my favorite new element. I did like 4E, and 1S 3E quite a bit though, as they were a challenge to try to optimize, especially after Syntax and Noma played through.
Neil
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×Favorite Rooms:
Most of QfK, aside from the exception below. I particularly liked 1N 5E. Great introduction to pressure plates.
IN Secret – Very challenging Fegundo puzzle. Step one, don’t have the fegundo kill the negotiator. Step 2 don’t let the fegundo kill each other. Step 3, Somehow find a way to get the fegundo to kill the roaches. Every time I thought I had this room I’d look and realize I was one fegundo short.
HA – 3N 1W, and the secret room were both very fun to play through, and challenging to optimize. I thought the non-secret room was the more challenging of the two. In the secret room I was surprised you only made the upper left square fairly evil by setting up the pressure plates such that you needed to get two roaches in the inner square. Call me a masochist, but I would have liked to see that room with the other three squares working the same way. 3N 1E was also a very fun, and challenging puzzle, especially trying to figure out how to manipulate the mirrors in the fewest moves possible. 2N also fit that mold, and was a great introduction to mirror movement.
MO – I like most of your rooms in this level. I like the adders in that I can fight them head on, so I did like the entrance. I also thought 2W was a new and interesting twist on a style of room that has been around for a while. 1N 1W had a very challenging, possibly unintended solution.
EC – Another one of my favorite levels. DROD meets tetris. Actually it was the non-tetris rooms that were my favorites. 1S, 1S 2W, 1S 1E were all fun puzzles. 2E was my favorite room in the level, and one of my favorites in the game. Very cool introduction to mirrors on moving platforms.
KDND – 2E – Good combination of a lot of the new elements. I liked preparing for the room before the roaches when active.
RD – 4S 5E was one of my favorite rooms to play through. Probably the best slayer room in the hold IMO. 3S 3E was also a lot of fun to play.
HV – Lots of hack and slash, but quite a few of the better variety. The secret room was probably my favorite in the level, and a very good use of pressure plates to add a twist.
AC – 3S 1W was definitely the toughest room in the level for me. It made my brain hurt, but I guess in a good way.
TC – Again another solid level from start to finish. My favorite room was 1N 3W, which I also enjoyed again in the UC. 2W and the secret room version were also very fun to play through. 1S 3W was just very difficult, but every level needs at least one of those rooms.
PH – 1N 1W was a great change up after all the hack and slash, and I’ll admit to being stumped for a bit on that one. 1N 1E was also fun, although goblins just aren’t anywhere near as hard when you get to move twice as fast.
FR – 2N 2W was another of my favorite rooms, as I liked that it was a truly difficult room on many levels, and required many “a ha!” moments. This may have combined about as many new elements of TCB as any room in the hold, and did it flawlessly IMO. Definitely in the top 5 rooms in the hold.
FD – 2N 2W was my favorite in this level, as it was good mix of challenge and fun, and the stalwart was relatively easy to control. 1N 2W was the much harder variation on that, and still fun to play through.
AF – This level reminded me of Bavato’s Dungeon. For most of the rooms the idea was simple, the execution was brutal. 2N in particular was just plain mean in that it was fairly brutal even if you knew the tricks. That room in particular reminded me of Bavato’s in that just when you said “Take that, I finally beat you!” It turns out there is a door in your way, and you aren’t going anywhere. Still, great job on the level. Anyone can put 50 roach queens in a room to make it hard. It takes real skill to let someone get so close to winning the room that they can almost feel it… then take it away.
UL – 1N 1E, interesting combination of elements, maybe my favorite room of this level, although I’ll admit this was not my favorite level. I just don’t like builders very much.
Not So Favorite Rooms:
Q for K Secret – As I mentioned on another thread, this may be my least favorite room in the hold, partly because it struck me as essentially a very difficult orb puzzle, and I am very much in the LarryMurk camp on those, and partly because of the placement of the save spot. To place it either 1 square north or east would mean I could step on it without an extra move. This seemed like an extra kick to the head of some one trying, very unsuccessfully, to optimize this room.
UtL – 1N 3W – I’m just not the biggest fan of wraithwings, especially with a lack of walls to catch them against.
RD – 2S, not being able to cut corners, combined with the inability to move diagonally through a water skipper was very frustrating.
Eytan
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×Favorites
RD – 4S 1E – I liked this room quite a bit, even though I am not the biggest fan of the water skippers. Again, many ways to solve this, which I like over the rooms with only one possible solution.
RH – 1N 1E – Not subtle, but still fun, and quite tough. Every hold needs a couple rooms like this.
Not so favorites
LP – Secret room was fun, but not very hard. Might have been better if either a) there were fewer blocks for the builder to the south to remove, or b) the hub thing were closer to the wall that was being removed.
Clayton
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×Favorite Rooms:
UtL – 1N, this was a neat puzzle room, with several different ways to solve it, which I tend to prefer to rooms with really only one possible solution.
HA – 5N. After my initial feelings of deep anger toward anyone who would put that many wubbas in such a confined space, I realized that this was a pretty cool room, and probably one of my favorites in TCB. There were some tricks I learned from this room that definitely made it fun to play.
CD – 2N 1W, if you hadn’t put the un-killable guards in the north and south, I could’ve taken them. That room was reminiscent of Beethro’s day off, the zoo, 1S. And yes, I did manage to kill all the guards before exiting. Well, all of the guards that could be killed that is.
RD – 5S 5E, this was a fun hack and slash, and I didn’t mind the water skippers as much in this one.
AC – 3S 2W, as with quite a few of your rooms, after initial frustration, this has a really neat trick. The secret room placement was very clever as well.
TC – 1E was interesting. I’m not sure what the reason for the C was, but then they didn’t seem to add much to most of the rooms they were in IMO.
FR – There were many good rooms here. 2N, 3N, 3N 1W… all great rooms that were fun to figure out, and play through, without being tediously difficult. 3N 1W was probably my favorite of the 3.
RH – 1N 2E. I really liked this room. I like rooms with multiple sections, and this had quite a few of those. Stay alive, and somehow get to the other side of the room. Once there figure out how to arrange the platforms, then get all those rock giants onto the heat tiles. Another great use of many new features.
Not So Favorite Rooms
MO – Secret. I guess I’m just not the biggest fan of mazes, and after various wrong turns the first time, I spent a lot of time watching my first demo to optimize it the second time. If I weren’t optimizing I probably would have liked this more.
Adam
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×Favorite Rooms:
UtL – 2N 4W, as one of the few rooms in this level I was able to get a #1, I have to like this room. I think I would have liked this room anyway, as it was quite challenging to try to stay ahead of the briar all the way through.
IN – 2E, I tended to like the fegundo puzzles, but this one in particular was neat in that there were many different ways to accomplish it.
RD – I liked the secret version of 4S 2E quite a bit. Trying to survive while staying at least 3 steps in from the edge was quite a challenge.
HV – 1S 1W was fun, and challenging. The slayer was a little easy to kill off, but that seemed to be a running theme in the game. He was certainly harder to kill in this room than in others.
OBG – I liked this whole level. 1W was probably my favorite, although 1N 1W was a close second. Oremites add a new wrinkle, which I thought was very well illustrated on this level.
RA – Other than that gel babies move in an annoying fashion, I liked this level, on the whole. I was not the biggest fan of 2N 1W, and liked the UC version even less, but judging from the high scores I was making it more difficult than it needed to be. 1N 2W was my favorite room in the level, as the timing of it seemed to work really well (ie get to the trap door at just the right time, get to the gel just at the right time, and the room works out very nicely).
In general I found Lowest Proper to be somewhat anti-climatic, but that could be just because I got frustrated with builders. The ending, and secret level made up for it though. Thanks to all who made it an overall great hold.
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"
A problem worthy of attack, proves its worth by fighting back."
Paul Erdös