Looks really good so far. I've only played through Highland Gardens, but here are my thoughts so far. (my solutions to lynchpin type rooms secreted.)
It seems like the very beginning of the level Intro text was cut off? I like the layout and aesthetics in general so far. It's a little bit hard to see occasionally in some of the busier rooms with both the darkness and rain, but not a big deal. The difficulty level was nice and consistent. I liked the puzzles.
1W: The two western doors (11,1) and (11,4) don't actually block anything, was this intentional?
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× I solved the room by first killing the eye at (23,6) then using the extra leverage to get mimics on the top & bottom bridges. Not sure if that eye was intended to be vulnerable, but if so, it's a nice trick.
2E: Fairly straightforward efficiency room. It took me a bit of doing to get the water skipper bit, possibly due to my utter lack of skill with water skippers. I like the layout and aesthetics of this room a lot.
1N2E: I like this room a lot. The misdirection is subtle.
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×I solved it by placing the mirror at (17,3) then (20,3).
1N1E: A lot less painful than it first appeared. Not sure the massive swarm of roaches actually adds much to what is otherwise a nice lynchpin room. But with the invisibility they were at least easy to take care of. I did the chambers in the following order:
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×East, West, Middle (to take care of the middle arrows at least.) Then back to the top to lure the last one into place.
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×Killed the giants first then the rest was fairly easy. The first one went down in the middle peninsula at about (18,15) or (19,15). The 2nd one went down in that little island area at (10,22) or thereabouts. I didn't end up needing to use any stepping stones.
1S2E: I loved this room. Lots of cool stuff going for it. It's a little detail, but I really like the trapdoor bridge going under the pipe obstacle. That's a cool effect.
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×First eye can be killed either by directly moving onto the island to stab it, or by luring onto the set of arrows diagonally below it. The second method is a bit more subtle and could easily be enforced by putting the eye closer to the west if you want to make this one a smidge more tricky. I solved it as follows. Lure the westernmost golem north past the spike trap and the others onto the spike trap. Kill the first set of eyes then wake the second set and lure them on the spike traps using the diagonal set of little islands. I had to break crumble walls to do so. Kill the last golem using the long thin bit at the lower right (which could be made a lot shorter).
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×Mostly lured the golems out into the open. The southernmost one was neat with the arrow requiring two passes.
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×Killed the left most mother just before growth, then used one of the babies to force the gel into a cuttable state after just one growth. If you made the path a bit shorter this would be solvable without the speed potion. I used the editor to start in the middle of the path and did it in 3 spawn cycles.
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Links to neat forum tools that I always have trouble finding:
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