I've liked a lot of what I've played, but have come across some problems.
Prologue: No idea what the entrance text is about. "
Clear"
is spelled "
cleat"
.
Entrance/1S - no-one likes arrows on room entrances, what are they for?
1S - Puzzle's quite good. No need for the three separate yellow doors if the orb behind the green door opens them all.
Liked the rest of the rooms on this level, but 1N1E is weird - why the secret walls I need to bash through to get to the puzzle? Why is the puzzle in the SW corner of the room?
You'll need a checkpoint somewhere in the puzzle section, rather than just in the entrance to it - it's annoying to do the first bit again and again.
Road to the Crypt - generally fine brained horde/snake rooms. Not much to say. Hitting the orb incessantly with a decoy may annoy some who play with sound on - might want to change this to a cracked orb in TCB.
Obligations and Subterraney are odd names for levels. The latter's not a word, for a start.
Potion Land 1W - two major points here. (1) It's possible to complete this room without leaving the entrance section (without crossing the tar at all). If this is intended, please put a checkpoint there, or add some more in places where the mimic will step. If not, you might want to change the room and to include it as a secret room variant. (2) Exiting W or S means you can't re-enter, and the hold is broke. I stopped playing here.
Looking at other rooms in the editor, I really didn't want to play Monsters Nest (which should have an apostrophe before or after the "
s"
depending on how many monsters it belongs to) since I'd had enough of brained horde management after level 2.
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