Overall: Not bad. There are some half decent, though simple, puzzles here. But there are a
lot of filler rooms. I guess this isn't a bad thing, but it just feels like with a little bit more thought, you could make each room a bit better and up the enjoyment factor. Also as mentioned above: some rooms need checkpoints, others could use better positioned ones.
If you want any specific demos to understand what I'm talking about, let me know.
Ozi Level
Click here to view the secret text
×3E - Not bad. Don’t know that the queens add anything.
2E - Liked this, but the backtracking problem (as mentioned above) should be fixed.
1E - filler
Entrance - Not bad
1W - The only challenge here is finding the optimal solution.
1N1W - Filler
1N - Trivial
1N1E - Filler
1N2E - Not bad. Can be solved from south entrance.
1N3E - Okay. Solved without using gates
2N4E - Okay alternate to 2N3E, but I never had to enter the "roundabout" or use the arrow tokens. Just stayed by the entrance and switched between clones.
2N3E - Good.
2N2E - Some people play with fx off, and besides, it's a cheap "trick". You could find a more creative idea for the gel part.
2N1E - Filler
2N - Bit more challenging but still felt like filler
2N1W - Very easy.
2N2W - Filler
3N3W - Not bad but hard to go wrong.
3N2W - This is a nice puzzle but I think I broke it, or is the hot tile a red herring? I simply let the adder eat the guards and then I stepped on the token, broke the wall, trapped the adder and killed it.
3N1W - Not bad, but what's the master gate for?
3N - Filler
3N1E - Filler
3N2E - Was I supposed to use the pressure plates?
3N3E - Okay
4N3E - The addition of a skipper nest seems like an afterthought.
4N2E - Accessible conquer token makes the optimal solution trivial. Also having to wander about hitting orbs is tedious since it adds nothing to the puzzle. And since I've already stepped on the conquer token before going to the upper chamber, the pressure plates there are irrelevant. The top part is good, the rest is just tedium.
4N1E - Okay
4N - Released the aumtlich and mowed them down. Hot tile unnecessary as is that odd chamber with the sword token and pressure plate.
4N1W - Okay horde room. Good for optimizers
4N2W - Good
5N2W - Is the mimic supposed to do something?
5N1w - Interesting scripting, but a bit tedious. Involves just guessing when to start and once you've got that it's just a matter of making your way through.
5N - Filler
5N1E - Since the brain is killed before exiting with the mirror, it adds nothing. Also don’t need the ‘hideyhole.’
Ozi Cave Security
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×Overall:
- I found the environmental effects annoying and turned them off.
- What is the point of the "conditions"? It's not tied to scripting. Why not just put a blue gate across the ramp in the exit room?
- Couldn't find the 2nd secret room. I thought it might be accessed from 1E with a platform, but no. Is it accessible?
2S1W - I found this room tedious but there are those that enjoy this sort of thing. But more annoying is being unable to exit because of the obstacles at the western edge of 2S that add moves as you bump against what seems to be an open edge. I suggest moving the rocks in 2S one space farther east or putting matching obstacles in this room.
2S - Cheap trick. If you're going to keep it in you might want to tweak the scripting. I only "heard" it because I was wandering and then I had a hard time finding the spot to get the rest of it.
1S1E - Mirror is not needed.
1S - I guess the gate and potions are decoration? Seems odd. If you're going to keep the "condition" thing (maybe actually doing some scripting so that the player had to "collect" the scrolls or something) then the explanation scrolls should be in the entrance. The puzzle itself is trivial.
1S1W - The only "puzzle" here is working out where to start. The clearing of it is trivial and because there's so much gel and it’s all the same layout, it’s kinda tedious. I can't help but feel that with a bit more thought, this could be interesting.
1W - Simple. Not sure why you need the non-hot tile squares though. This could be tighter.
1E - I used the mimic to block the giants long enough so that I can get to the rattler. But what are the platforms and pressure plate for?
1N1E - Nice puzzle. A bit messy. Not sure what the NE arrow is supposed to accomplish.
1N - The trick here I guess was to get into the upper chamber without a snake following? Not bad. I have a feeling it could be broken.
1N1W - Not a difficult puzzle but not bad. Having to do the exact same thing twice though? Meh. Maybe change the second part or lose it.
2N1W - Filler.
2N - Okay, but repetitive.
2N1E - Not bad, but mirror is not needed. Not sure why there are golems there. They don't add anything.
2N2E - A bit messy (ex: arrows under briar, mirror and bomb unnecessary) but okay. It is possible to solve without using the extra mimic potion if you want to make it a bit more difficult. Might be more interesting that way. Regardless, I would suggest adding a checkpoint in the first section (where the tar blob was).
You've put a lot of work into this and many of the rooms are pretty good. Simple yes, but still enjoyable. It'd be a shame not to put a bit more work into it and take this hold from maybe a 4 enjoyment factor up to potentially a 7 or 8. It doesn't need to be more difficult : by having fewer "
filler"
rooms and tightening up a few other rooms, this hold will be much more interesting and fun. Good luck.
[Last edited by noma at 09-02-2011 06:19 PM : OCS 2N2E comment]