Discovered that I had no progress/demos saved from earlier version, so replayed the hold.
Couple of comments (later this week, I'll build you a room). Demos included as well.
, full of nice new puzzles. And if you feel it's too late for any changes, so be it. One must publish sometime I guess.
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Entry hall All works as intended, I guess. However, I would explicitly state/demonstrate somewhere that you can follow a block to avoid dropping trapdoors right away. I'd forgotten about this since last time and [again
] had a mighty struggle in Momentum Attic 1W...
Momentum attic Really like the small hub here with the gentryii that's also included in some form in other levels.
Gravity foyer
1S1E really too dark for my taste. Had difficulties finding everything, especially the platform to get back from the secret. I'm playing on a laptop with not too much screen power, and then it becomes really awkward. However: nice concept! Although I'd prefer to have less spirals to make the point. Gets a bit tedious, especially in the secret version.
Teleportation basement Liked this level a lot. Nice aesthetics, good puzzles. Just good fun. Didn't try the secret yet, but complained about the difficulty earlier
I expect it to be ok now: playing a hold again always makes it a lot more accessible.
Floating antechamber Starts off nicely.
However,
1N1W looks really messy. I guess you need to find a beautiful sequence to synchronize the top and bottom parts. And I'm ready to believe that there is an elegant solution to this puzzle. However, because it is so hard to parse this room (and it's secret counterpart), I really had no idea how to actually find the solution or how to go about in a structured way. Had to skip this room. I do like the concept of playing with float/unfloat, but I also feel that it has been a bit overdone in these two rooms.
2N Felt a bit random. I moved the blockes to fit around the central plate (except one). And then went on to solve the room in a very straightforward way. Not bad, not too interesting, but more importantly: I really did not see a use for the blocks here, might as well have been mirrors or fixed obstacles in my solution.
Exit garden In my opinion not the best level of the hold. It's definitely more difficult, but also very chaotic with all those contructs walking in the way. The green-in-green garden design doesn't help either. I feel that because of this, this takes away the feeling of solving block puzzles a bit. Played this level from the editor, so no demos unfortunately.
Entrance The sword/block vanishing bug is really giving a great show here. Makes it a bit confusing. Otherwise OK, not really a puzzle, not really involving the block properties (? Or is there an elegant solution using the T-blocks non-trivially ?)
1E Nice way of really using the constructs and block properties. Neat puzzle. Bit fiddly in execution, but not too much so.
1S1W For me, this was basically brute force / trial and error.
1S I don't get what your supposed to do here. My solution does not involve the gentryii at all. I solve by placing the decoy in one of the corners and pushing a block against it. This frees up two more blocks. Use these blocks in sequence to plug up another corner and press a plate. Last braini is now also accessible.
1S1E My brain hurts. Too much interactions for me to understand what's going on.
2S Also pretty chaotic/messy. My 'linchpin' was to use the T-block left and the M-block at the top plate. Then blast the right set of bombs under arrow protection and the left set with the T-block.
EVIL way of hiding the secret!
3S Another wonderful room. Manages to stay clean despite the constructs. Shouldn't be a secret if you ask me. I didn't have a very hard time here, especially compared to the other rooms.
Employees Only Nice one by Red-XIII! Deceptively empty and accessible looking...
my friend. Apologies for the typos.