Was it even slightly hard?
Well, I spent more time on that part of the room than any other, but most of that time was experimenting with the orbs to see what order I needed to hit them in. It reminded me of that room in KDD, L15 1S2W, but I never really needed to plot out the path on graph paper for your room. Can't you just put another door or two in to prevent hitting the middle right orb without hitting the middle left orb?
The rest of the room...
Roaches and queens (even brained) on trapdoors are almost trivial. You can almost always make a cave for yourself in 2-3 turns to dispatch incoming roaches before moving on.
The second puzzle is trivial. If you want to make things difficult, I would suggest combining the first two and putting some force arrows on the trap doors. The problem with trapdoor puzzles is that, usually, there's either too many ways to clear it (say for example, a solid 20x20 rectangle of trapdoors), or its pretty simple to avoid lost positions by looking at the few squares around you. The really good puzzles require you to think more globally than locally, or force you to make moves that put you in awkward positions.
The tar puzzle might be more difficult with a mother, but its hard to say. Mothers have the potential of hemming you in or swarming you with babies (you have to be careful because with trap doors, you have nowhere to run to), but they are also a bit more forgiving since you can usually wait for un-clearable tar to grow. Good tar mother/trap door combos require you to decide carefully when to kill the mother. Too soon and you won't be able to clear the tar. Too late and you might get swarmed or trapped.
The snake one wasn't too bad. I had to think a couple of moves ahead to see that I could just force it straight over to the right, where it ran into a dead end. Usually, snakes and trapdoors are almost as trivial as roaches and trap doors since its so easy to make a dead end.
The mimic and ww turned out to be pretty easy. The location of the potion has a little bit to do with that since the ww is attracted to a position one square away from where you need to put the mimic. Also, mimics and trapdoors are very easy (even with limited beethro movement) since you have a built in wall to reposition the mimic. Unless you have more than one mimic doing several puzzles at once.
The other orb puzzle (to the left of the first one) is level 1 KDD easy. You're going to go past each orb in order to drop all the doors anyway. Spinning your sword around before you step on to the next square is trivial. If something were chasing you (perhaps you have a goblin you need to keep alive to kill a snake later) this would be more difficult. Or if the orbs had to be hit in a certain order to get all three doors to open.
A single goblin on trapdoors is usually pretty easy since they can't get around behind you. Also, you can kill this goblin without consequence, so you don't even have to be careful to push it out of the trap doors.
I was a little confused with the eye puzzle. I happened to trip all but two of the eyes on my way to the goblin and thus was able to kill them before even entering that trap door bit. Perhaps a wall or two in that region to prevent premature triggering would be useful.
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