So far I have conquered the first level and managed to enter the second one, but only took a short glance at it. Here are quite a few comments (secreted for length, but there might also be some minor spoilers):
×Asthetics/Layout: I really like the idea of tiny puzzles, and you connected them in a very clever way. The minimap art is absolutely astonishing, I especially loved the rock golem. The center of the second level looks very good, too, but the rest of the level seems a bit blank; do you plan to add something there?
Concerning A world in miniatur : 2S2W (you know which one
), I have two remarks, though:
1. Though they were in the original room, the tunnels (and especially their directions) weren't completely clear to me. It would be awesome if you managed to make them more distinct in the minimap. The same goes for the red and yellow gates; I didn't know whether they were open or closed and for some time I also thought the red one might be a hot tile. (Not sure if that's doable with the colors available, just saying it would be cool)
2. I think 2N2W is extremely hard to find, and I imagine it impossible if you have turned off alpha blending. Unfortunately, it is quite an important tile in the super-room (then again, all of them are I think). Maybe make that room a bit easier to reach?
Puzzles/Gameplay: Not much to say here, I thought all of them were pretty good. I especially liked 2N1W and 1N2E as both of them featured really nice lynchpins, well done! 1S1W and 2N1E seemed a bit too random for my taste, but still not bad rooms.
The difficulty level varied quite a bit. Some of the rooms were really easy (2S1W, 2S), some others weren't quite as trivial (2S1E for example, but the one that really gave me headaches was 1N2W). Overall, I think the difficulty range was quite good though, nothing too difficult, yet quite some stuff to figure out.
One thing I didn't like: Some of the rooms were missing checkpoints. Sure, the puzzles are tiny, but still I think they could need them. A good example is 2N, where killing the first seep is simple, but having to repeat it until you figured out how to kill the second one was rather annoying.
The Super-Room: I really, really like the idea! I did take a quick look at your scripting; it does look a little messy, but then again I doubt there's an easy way to script this, so chapeau! (I think I would have tried a slightly different approach, but I can't tell you if it would have been any simpler, and as long as it works it's all good).
One thing though that bugged me: It's really hard to tell there's something going on at all if you don't die or make it to the exit. Don't get me wrong, I don't want a complete representation of the room (that would kind of destroy the idea I guess), but maybe a little sign like a green lamp or something to show you that something is going on would be nice.
Story: Well, there is none, but I can live with that (I guess it's better that writing really bad stuff just to have a story like I do). Anyway, I have no idea how you plan to continue this hold, but if you plan to leave it roughly as it is now, I think it would at least be good to let the player know that there actually
is a secret level in some way.
I hope this little review was helpful in any way. I might try the second level sometime soon and give a little more feedback.