And I'm through the Training Area. This level felt like a step backward from the previous two, I'm afraid; the rooms seemed overly random and slapdash, and the theme's maybe a bit forced. There are some decent rooms here, but a couple rather bad ones too that you may want to replace.
Entrance: Getting the sword back is trivial, and has a delay after having the orb struck. Dropping trapdoors does nothing besides getting the slayers off my back. I lose the sword again on reentry, which is bad. I've run from slayers before in this hold, and will do it again later, so this room doesn't add much.
1N: Is it intentional to be able to activate the conquer token with a decoy and not have to clear the tarstuff?
2N: OK slayer room. People will complain about unpredictable scripting here, but it's not too bad.
3N: Clever, but maybe you can do more with the shape-changing beyond just trying them until you find the right one? It's possible to leave the room as something other than Beethro, at which point you're stuck and need to restore.
3N1E: Easy mimic room. Mimics can't read scrolls, but people in the editor can - if you realize that the seep are overly accessible, shouldn't you fix that rather than inserting a scroll complaining about it?
2N1E: The briar killed most of the monsters, the fegundo took out the adder, I killed the aumtlich as they approached, and then the fegundo cleared the way to the exit. OK room.
1N1E: I'd call this an annoying orb puzzle, but it's not a puzzle, it's a bunch of cracked orbs with random effects. There's promise in the idea of needing to hit some to clear the way to others, but you can't just plunk down a bunch of random orbs and call it a puzzle! Also needs checkpoints.
1E: OK. Checkpoints!
1S1E: I liked this room; there's a slight twist on the goblin-killing mechanic. Easy efficiency.
2S1E: I never moved out of the entrance. Easy.
Life Creation Facility:
Entrance: OK small guard puzzle.
1E: The speech is covering up what's going on. You *have* tested this level yourself, right?
1S1E: OK room. I think you could do more with the bomb placement; it doesn't seem to have much rhyme or reason right now.
2S1E: I like the aesthetics. Aumtlich turn out not to be much of a challenge in this environment.
3S1E: Nice room. I barricaded myself in the upper left with two decoys to force the guards to come at me one at a time. However, the third mimic was immediately placed on the conquer token, which will make the optimizers very unhappy; the conquer token doesn't seem to help anything and should probably be removed.
4S1E: The slayers and roaches are going after the stalwarts and blocking themselves in. Is this deliberate (i.e., again, you *have* been testing these rooms yourself, right?)?
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[Last edited by Dischorran at 11-24-2008 03:17 AM]