This is a difficult beast to grade. Everyone did such a wonderful job, and I truly enjoyed playing other people's holds. I also enjoyed the challenge of playing against others who beat two of my rooms in unexpected ways!
Without further ado, here is my collective feedback for each of the architects, except me, because that would be stupid.
Also, please note that I was
very impressed with each of your holds. As such, my "
pickyness"
below is attempt at honest feedback, not intended to be read as strong criticism.
EDIT: As an aside, since nobody lost points for failing to meet the restrictions, and since I felt that each of the architects told the story well in their own fashion, my rubric is pretty-much self-imposed based on what I feel makes the hold enjoyable. Many of my comments were not things I considered directly when producing the final score. The most important things to me were how much fun the puzzles were, how well things fit together, how "
big"
the hold was for a 14-room hold (were there 8 empty rooms?), and how much attention was paid to artistic detail.
techant
Your hold is clearly the most artistic of the four. You make good use of space, with no "
wasted"
rooms. You have some nice cutscenes. You follow the flow of the story well without getting bogged down by it. You easily had more puzzles than the other three architects (the paucity of puzzles in their holds rather surprised me).
Unfortunately for my preference, the puzzles were all very simple (with two exceptions, which I enjoyed much: aumtliches and the disarmed with hot tiles). There were some continuity flaws: a staircase exists with which you can beat the game trivially, and there are places you can get trapped if you go the wrong way (with no indication which way you
should be going). I have a mild peeve about dead-end walls, and there were a few of those. Also, the division of levels was a little odd; it seemed unnatural to put the inside of the bar on the same level as the village. Also, the green door around the treasure chest led me to believe that there would be a cutscene or something there for me when I beat it. Putting a scroll there at least would have provided a payoff for opening that door. It seemed like you started something you forgot to finish.
Total score: 7. I feel bad about the score being this low, but the combination of minor errors in design and simplistic puzzles made it less interesting for me to complete than the other holds. Overall, however, it was enjoyable and a pleasurable hold to play for a change of pace from the uber-difficult holds; I hope to see more like it in the future.
BoyBlue
You had two puzzles that absolutely thrilled me (first room, and wraithwings). Your approach touched on little elements of the story in a way that I liked, and this approach clearly left you freer to design. You made good use of space, for the most part, had more puzzles than two of the other three architects, and most of your puzzles were challenging. You chose an interesting circular motif that made the rooms fit together pleasantly. There were no major errors or oversights in your work, and you are the only architect to whom I give this distinction. I learned a great deal from this hold.
Although I liked the circular motif, I thought much of the room design was lacking in artistic flavor, and even boring. The division into three levels was arbitrary and completely non-sequitur, adding nothing to the story; if the contest entry hadn't specified three levels they would have been much better replaced with a simple exit North in both cases (and I suspect they would have been).
Total score: 8. The only significant flaw for me was attention to artistic detail.
Penwielder
You also had two puzzles that absolutely thrilled me (aumtlich-go-South and goblins/rattlers). Your design was highly artistic, something you clearly spent time on. You had the least number of trivial puzzles of any architect. The cutscenes were great, if a bit literal, and the voicing was incredible.
I can't fairly give you points for the voicing, since the submission is yours and not west.logan's. I have the same peeve about open walls with your submission as I do with techant's (worse here, actually). Although I loved the goblins/rattlers puzzle, having arbitrary timing which happens midway through a puzzle affect the possibility of success, which can only be discovered much later, is very annoying (to me) and could have been avoided. You also had fewer puzzles in general than any other architect, which was disappointing given that there were a total of 14 rooms available to build with. It's fortunate that those puzzles were of such high quality and that you made good use of the other rooms in adding to the overall story and artistic quality.
Total score: 9 (despite not counting the voicing). Great work with very few hindrances to enjoyment.
da Rogu3
You had the hardest and best puzzles of the entire lot. I loved the challenge of killing the goblin king. I loved the last room (though it took me too long because I made a ridiculous error). I absolutely
adored the Halph puzzle--brilliant. Your puzzles are truly remarkable. I learned a great deal from this hold. I cannot wait to play more of your work. I am a true fan.
It is regrettable that you had so few puzzles in general. You would have beaten Penwielder for the least puzzles if you hadn't contained multiple puzzles in the same rooms. You had a lot of empty space as filler, and yet your hold was the least artistic of the four. Although you put in quite a few details and cutscenes, the artistic component seemed like an afterthought. If you had put more work into the appearance of your hold to make use of the space, I would have easily given it the highest score of the four. Also, I don't think a room should be "
secret"
if you are required to beat it in order to reach the exit stairs.
Total score: 9 (reluctantly). This is quite honestly one of the best short holds I have played in a long time, and if I had to choose one of the four to play again, it would be this one. I was sorely tempted to 10 it, but I stand by my decision.
Congratulations to all.
Splendid work.
EDIT: As should be obvious, yes, I did play and master them all. (Just in case it needed mentioning.)
____________________________
Trickster
Official Hold ProgressClick here to view the secret text
×Beethro and the Secret Society: Postmastered
Beethro's Teacher: In Progress
Complex Complex: In Progress
Devilishly Dangerous Dungeons of Doom: In Progress
Finding the First Truth: Postmastered
Gunthro and the Epic Blunder: In Progress
Halph Has a Bad Day: Mastered (no door)
Journey to Rooted Hold: Postmastered
King Dugan's Dungeon 2.0: Postmastered
Master Locks: Mastered (no door)
Master Locks Expert: Mastered (no door)
Perfect: In Progress (Perfect 8)
Smitemastery 101: Postmastered
Suit Pursuit: In Progress
Tendry's Tale: Mastered (RPG)
The Choice: Postmastered
The City Beneath: Postmastered
Favorite Unofficial Holds (I need to play more!)
Click here to view the secret text
×A Quiet Place: Mastered (no door)
Advanced Concepts: In Progress
Archipelago: In Progress (Island 12)
Break Out Of Jail: Conquered (86%)
Dr. E. Will's Mega Complex: In Progress
Hold Anonymous: In Progress
Paycheck: Conquered (75%)
The Test of Mind: Mastered (RPG)
Unfriendly Islands: In Progress
Val Unrich: In Progress
war10: Mastered (no door)
war15: Mastered (no door)
war: the truth within: Mastered (no door)
Washed Ashore: Mastered (RPG)
My HoldsClick here to view the secret text
×The Plague Within (RPG) (alpha)
Tinytall Tower (Smitemaster) (beta)
Do Not Disturb Compilation (level contributions) (in review)
Riddle of the Bar (compilation)
[Last edited by Trickster at 07-01-2011 07:10 PM : to cover my ass]