Specific room comments are secreted below. If you want any demos on how I conquered a particular room, ask away.
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1S: Good, quick room to introduce us to the simple but unique pathmapping of the Wanderers.
1S 1E: Again, a good room to introduce players to Wanderers, including how they can be tricked and are required enemies.
2S 1E: As with much of your architecture, this room looks a tad complicated at the start, but is actually not too hard to solve. However, the roach queens at the start make things look even /more/ complicated and add nothing to the room (at least in my solution). Is there a reason why you have them?
2S: That was a really fun room. Please keep it! Is there any reason why there are broken walls at (13,16)?
3S: Again, is there any reason for the roach queens? My demo involves killing them at the start of the room; they never serve as a puzzle element in any way. Other than that, this was a good show of using obstacles to outwit Wanderers.
4S: Good room. I was originally baffled by how to make the Wanderer do what I want because of the pit at (27,15), but it turned out to be a good thing in the end.
1S 1W: I honestly feel like I found an unintended solution to this room. Attached is how I solve the room.
2S 2E: ogod this room stumped me for the longest time. I failed to realized the wraithwing was good for something other than venting my frustrations on. This is probably the best room in the hold, so great job! Very well done!
3S 2E: This was a kinda cool room, but it showed the wierd properties of the aumtlich more than the wierd properties of the Wanderer in my opinion. Mildly interesting, but not special.
4S 2E: This room shows how Wanderers can move on and over tunnels, but I think this behavior could be better expanded upon in a new version of the room. This room was boring compared to the others, to be honest.
4S 3E: This room was incredibly easy. Like the previous room, it somewhat shows how Wanderers are different from other monsters, but removing the tunnel in the bomb chamber and replacing the Wanderer with a roach would have the same puzzle.
Secret room: Bloody brilliant, if only because my assumptions got in the way. This room could be really easy to someone that skipped the red herring, but I think most people will fall for it. The roach queens in this room actually served a purpose (to block me as I tried to drag a Wanderer behind me, which ended up being unecessary). So, they sorta did something interesting, but the room might be better off without them.
In general, this is definitely a good hold and a good showcase of Wanderers. The lighting is pretty as always, and the story is decent.
PREPOST EDIT: Oh, I just realized you were not building new puzzles or fixing unintended solutions. In that case, I will say that the aesthetics are correct and the checkpoints are plentiful. Hopefully, you find the rest of my comments useful. To sum up my experience briefly, I enjoyed the hold and I hope you release it to the holds board. Nicely done!
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It was going well until it exploded.
~Scott Manley
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