As promised, some comments.
Overall I liked it, a lot of nice work here, but rooms that appeared complicated/challenging often ended up being a bit too simple. Not that there's anything wrong with easier rooms, but some seem a bit too easy in comparison to other ones in the hold.
I get the feeling that a little fine tuning and balancing of difficulty could make this a much more satisfying hold.
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1N1E - unintended solution as stated above. Need a checkpoint in the hot tile area.
1N2E - didn't really get this - it's very straightforward. Could be expanded into a more complex manipulation puzzle.
2N3E - not bad. I kept an aumtlich alive and brought him over to the section on the right. Assume that's the intended solution.
2N4E - killing adders without the ability to wait, or turn is quite an interesting challenge. Could definitely use a checkpoint after the force arrow in the right hand section.
3E - ok. Not really very challenging, but fun anyway. Would a brain make it more interesting? It's possible to kill at least one snake before dropping its bridge segment.
1N4E - I had my sword SE, not yet checked if other solutions work. Rather than forcing the player to walk along the hot tiles twice (which is a bit boring) why not give the player a shortcut to get to the orb in the first place (e.g. trapdoor at 20,10 - and then you don't need the force arrows at the other entrance, just green doors)
2N - I don't have a problem with the lynchpin at the top right segment, assuming that's the intended solution.
3N - not bad, though once you've worked out how to do one iteration it gets a bit dull getting all the way through all the yellow doors.
2N1E - I may have found an unintended solution. The speed potion(s) only helped me kill the eyes - I'm pretty sure they made no difference to the rest of the room. And I didn't get the point of the roach and force arrow on the little island at the top left. Definitely need some checkpoints in the trapdoor/tar section. Using two clones and a mimic to clear the tar was quite cool though.
3N2E - not much of a challenge, but ok.
3N1E - I was totally expecting a different puzzle here. As it was, it was fairly straight forward again. The puzzle I was expecting when I entered the room would prevent you from stepping on the oremites at 31,19 with a north-facing arrow (or it could be a hot tile with a southfacing arrow with a tarstuff baby or wraithwing instead of a roach), and would have some way that you can still keep hold of the speed potion by the end of the room (e.g. no orthosquares, or some other more devious trick). This variant could be added as a secret room or something if you like the idea.
1N3E - I liked the puzzle here but didn't get the point of the arrow rotator at all, or why the one checkpoint preceded the entire puzzle section of the room. Please put one in the area south of the trapdoor.
3N4E - A fun briar chase room.
3N3E - Probably the best room in the hold. Nice puzzle. Though annoying if you miss one of the eyes at the start. Do you actually need the force arrow in between each section?
2E - can't say I really liked this much. You're not really being chased by the briar at all, since you can go onto the hot tiles, and the builder was just an extra annoyance, requiring you to wait about on some hot tiles til the precise moment. Spelling mistake "brairs". I think you could do something a bit more interesting here without changing it too much.
Could do with a checkpoint after the blue door in case the
player goes down them before they find the last secret.
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