Nice, short and interesting hold. Some comments below, secreted for minor spoilage (but I have tried to not overdo it).
So the first level has five required rooms on it:
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1S is a fun aumtlich manipulation room. The first part is easy, the second requires some more thought but still overall is not too bad.
1E is a manipulation room. In some ways, the added constraint on the room (the gel baby) makes the solution easier to find, since it eliminates a whole series of possible moves.
1N1E had me stumped for a while until I looked more closely at what all the orbs and plates did. Then it became almost trivially easy.
1W is a snake manipulation room. Again, not too difficult.
1N1W is a timing/efficiency room with a fairly lax timer.
and
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2N1W I haven't managed to solve yet.
Overall, the first level is low difficulty but all puzzles are interesting. My favorites were probably 2N1W and 1S.
The second level has six required rooms.
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1N is a simple efficiency room.
1W is a more difficult efficiency room.
1N1W gets my vote for one of the most interesting rooms in the hold. The combination of mud and briar and the need to delay the briar as long as possible makes for a very enjoyable room.
2N1W is also fun, but of course it's another case where you just don't have that many choices to make, so it's not too hard. Lure three stalwarts towards the water skipper...check.
2N I liked a lot -- Complex Complex has given me an appetite for hot tile rooms. Doing everything in the proper order takes a bit of planning, but again it's not too bad.
2N1E has some efficiency built in at the start, but after the initial flurry of required activity the rest of the room is pretty straightforward.
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2W is a logic puzzle, of sorts. Given that you have four plates to hit and four different types of critter, figuring out which critter will go in which spot is the hard part.
Overall, I really enjoyed playing through this one.
I give it an 8 for fun and 4 brains.
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"
Rings and knots of joy and grief, all interlaced and locking."
--William Buck