So, I got some demos from mxvladi and I think I fixed an unintended solution in 1S1E.
Click here to view the secret text
×I moved the tar/gel token to a point where the player shouldn't be able to cut into the tar/get after killing the mother (until they have to leave the room).
Oddly enough it seems that it is currently solvable with only 3 decoy potions, but I'll probably leave it in since my solution still requires some work.
Looking at demos for some other rooms:
mxvladi's trick for 1N4E allows me to make a demo that only takes 2 decoy potions. I was never quite happy with the room in the first place so I'm considering enforcing such a solution.
In addition, for 5W, I'm considering enforcing using one less decoy potion since the room is rather simple at the moment and removing the potion would make the difficulty fit better.
The solution for 1W was different than my original plan. I like both, but I could enforce mine if I wanted by putting three decoy potions on a closed red door. That being said, I don't think I'll ever be perfectly happy with the room and it's fine as it is.
I don't think I'll change 1E, since mxvladi's trick makes the room much simpler to deal with as a horde. Enforcing mine would just be annoying so I don't plan on that.
____________________________
If you need to think outside of the box, then you didn't build a good enough box.
[Last edited by blorx1 at 02-02-2014 07:51 PM]