OK, now that I've voted, here are my comments on each entry. Everyone who's commented so far, I notice, has refrained from disclosing the exact figure of their votes, so I'll mostly do the same, but I will say which entries I've given 9 and 10 to.
The Dungeon:
Click here to view the secret text
×This would have been an excellent four-room puzzle, but the way it was condensed into one room was what really sold me. An instant 10, and one that I definitely intend to keep playing until I solve.
Lilypad Hopping:
Click here to view the secret text
×I'm glad someone did a grappling hook room, and I like the fact that there are different solutions with a scoring bonus for getting the better keys. However, the room is a bit too simple for my tastes.
Singular Level:
Click here to view the secret text
×Now a familiar puzzle type, so I'm glad one was included, but this was too easy an example (maybe because of a mistake on the author's part, judging by the fact that it's possible to get more than the target number of greckles?)
Gaze of the Aumtlich:
Click here to view the secret text
×I really admire the scripting work that went into this level, and the cursed sword and shield are great ideas that I'm sure will soon appear in other holds. However, the difficulty is a bit overwhelming. I still rated this moderately high because I'm sure players who enjoy really hard puzzles (and as this is a DROD community we have many) will enjoy it.
Grow: Roach Nest:
Click here to view the secret text
×Again, I'm pleased we had so much variety, and this and the other recreations of non-DROD puzzles contributed to that. But this was way too easy with only three options, and the fact that choosing the wrong order entered a never-ending cut scene was a strike against it.
Dreams:
Click here to view the secret text
×A more traditional-style DROD:RPG room, also something I'm glad one contestant attempted. I found this one appealing but a little too easy.
Minesweeper:
Click here to view the secret text
×Awesome!!! This was very different, and really enjoyable; I was surprised by how easy it was to get used to the monsters as number indicators. Room for improvement: Q should toggle the presence of a flag rather than place one permanently, and the top-right corner of the room layout required guessing, which is expected in a random Minesweeper layout but (to me) an aesthetic demerit in a pre-planned one. However, both of those are very minor points and not worth deducting any marks.
One room:
Click here to view the secret text
×A similar puzzle to Chaco's but a much better one -- I particularly like the limited-use switch tokens and the way they affected the decision process.
Only:
Click here to view the secret text
×Some interesting optimisation decisions but far too easy a room to get much enjoyment out of it.
Sand Trap:
Click here to view the secret text
×Excellent! A completely new style of puzzle (albeit inspired by a room in Fetch the Pie, but that room was too simple to call a puzzle) and very enjoyable to solve. Also, I'm glad one entry used one of Jutt's excellent styles, though of course that wasn't a consideration in voting. I gave this one a 9.
Trap Room:
Click here to view the secret text
×I'm glad someone had the courage to do a trapdoor puzzle -- they are now so thoroughly explored that it's hard to be original. The presence of orthosquares made it non-trivial, but it was still far too easy.
Tarstuff Trouble:
Click here to view the secret text
×Another room with very impressive scripting, and a completely different type of puzzle from any of the other entries. Because of that I rated it a little higher than Gaze of the Aumtlich, but the difficulty is (thus far) a bit too much for me.
A very tight place:
Click here to view the secret text
×Excellent use of DROD:RPG elements to create a new variation on a well-known puzzle type. Just the sort of thing I was hoping for when I created this contest, and another of my 9s.
World's Most Difficult Trick:
Click here to view the secret text
×Another nice recreation of a non-DROD puzzle, but the implementation is somewhat flawed in that you don't have to complete the puzzle to exit.
Kill the monsters:
Click here to view the secret text
×As the old adage goes, it's not fun to wade through fifty monsters for a point that could have been expressed with five. At least there was a little more to it than "wade in and kill everything", but not much more.
Tomb of the Zombie King:
Click here to view the secret text
×The regenerating monsters are certainly a new idea in a DROD:RPG puzzle -- alas, one that wouldn't work at all in a longer hold, so I doubt we'll be seeing it used very much. However, in the context of this room it certainly worked, and the different difficulty levels were also a nice touch. Another easily decided vote of 9.
____________________________
50th Skywatcher