Very much agree. I hope there will be some more votes within the next few days.
×I found the entries to be quite good compared to my one, so I ended up giving relatively high scores. Nice job everyone! It's just a shame there weren't more entries (though I can see why, architecture was really difficult here). Specific comments:
Choices: Hm, I'm a bit torn about this one. It is definitely clever, but I found it had two issues:
- it was too hard, for me at least. I had a big part worked out, but I still gave up after a while and just watched the demos. The solutions are clever, but how shall mortals figure that out?
- in spite of the title, you didn't really have that much choices. It was rather like "
Are you efficient? That's nice, then I'll make the second part of the room a bit easier for you."
However, it seemed to me that the key features were more or less the same for both solutions, which wasn't really the point of the contest.
I still gave it
8/10 because the room was cleverly constructed.
Architect guess: da rogu3 or Doom
Intended Chaos: Let's start with the bad stuff: This room looks a bit dull and randomly assembled. Aesthetics could have really been improved. The good: It definitely very much meets the contest's requirements. Given the mass of solutions, I thought it was okay, too, that some of the game elements were only used for one specific solution. My solutions were rather boring, but the solutions in the demos are quite clever, so I'm gifing it
8/10
Architect guess: Red-XIII
Isle of Many Faces: I consider this a perfect entry, and what I wish I had been able to create. All elements can be used in various ways, but not a single solution is trivial. The fourth demo is pure genius. If I had to critisize something, it might be that you actually only need one decoy potion. But given the contest rules, you can't really dock any points for that (and it still doesn't make for a trivial solution).
10/10
Architect guess: Chaco or Doom
Choose your own Solution!: This seemed to have potential, but I think the architect didn't really test it themselves before submitting. Examples? One of the aumtlich isn't blown up by the bombs, so unless I've missed something you can't drop the green door. There's a trapdoor behind a force arrow, so (again unless I've missed something) you can't drop the red door. Meaning there's a maximum of two doors you can drop anyway. I think I've found two different solutions, then grew tired of it because I didn't know how many more mistakes there were that could have been fixed by a bit more of testing. Also not having any demos was a shame; maybe I missed something clever? Still, the room was nicely designed and seemed to have potential:
6/10
Architect guess: Godot23
The Great Castle Escape: This was mine, so I had to give it
10/10. So far, it looks like it won't do as bad as I expected, so I'm excited to hear what you think. A few comments:
- The title was meant as a reference to (bad) room escape games, where you are often given a lot of elements that could theoretically interact in many ways, but only the most absurd one actually works. I tried to avoid this here.
- It was a rather unfortunate oversight that one eye could be killed directly by a soldier. The plan was to let the adder eat it, then let the soldier kill the adder.
Still, I hope you liked the concept and the minimalistic implentation due to lack of time