Level 1: 1E. Both Someone Else and I have pointed out the same problem - you should probably correct this, otherwise there's not much of a puzzle.
1S1E: I can understand the quirk and understand why people don't get what you're talking about.
You're assuming both clones are hitting the orbs at the same time. In that case, it is necessary to play about with their movement order. However, there's no reason why they should be doing that - you can move them on and off the pressure plates and swing their swords from side to side, so movement order is irrelevant. You could use bombs/arrows/other elements to enforce your solution.
The opening closing black door mechanic in level 2 is very clever - I've never thought of that before, and never seen it used. But by designing the room in that way it's very clear what you have to do. If I were using that mechanic in a puzzle I'd make it less obvious. E.g. by spreading out the bits of gel (maybe starting the room with tar/mud and forcing the player to deduce that they need to switch to gel). I'd probably put in some red herrings too, cos as it stands it is just too obvious what you need to do. It's more a demonstration than a puzzle.
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