It's a contest of small rooms, so my comments are small. (If I were feeling clever, I'd make them all exactly 100 characters, but that feels like work.)
General guideline on how I voted: a room that felt basically solid got a 7; rooms I couldn't solve got a 6. (Is that fair? I don't know. Part of my criteria was "
is it fun"
, and if I couldn't get anywhere, then no, it wasn't fun.)
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×overdoing it: finally figured out the end trick. I thought it was, in fact, a little overdone.
Pondish Peak Spire: straightforward(ish) once I realized I could get the aumtlich to break the first orb. Not striking in its design, but clever enough as a puzzle.
diagonals: Interesting little space, plays very well.
digging a path: not hard enough to be interesting, but I like the design.
Glacial Maze: like Digging a Path, very straightforward; there's sort of one concept, which is used repeatedly. As a standalone room it doesn't blow me away, but I'd be quite happy to see it as one room in a larger hold.
King Dugan's Boiler Room: Quite successful; nothing complicated, but not so trivial as to be a mere walkthrough. And I like the visual design.
Ten by Ten (disoriented): I know basically what ought to happen, but getting there just feels tedious, which is to say "not fun".
My Private Beach: Well, I more or less see what to do, and it's more or less clever, but it's also really fiddly and I'm starting to get tired of manipulating puffs in thirty moves.
Tight Quarters: Mildly interesting play on a quirk of tarstuff. Approachable, though.
This is impossible: relies on a particular unexpected bit of mirror behavior, which is fine for a Cheap Tricks contest, but not nearly as interesting here.
Temporal Nightmare: Yes, yes it is. I gave up, because god, seriously, multiple time tokens?
Dusty Tomb: oh god gentryii in close quarters.
Frozen Pond: Unlike Doom's other entries, this worked for me quite well, because it's a little logic puzzle. Which bomb do I need to hit, in what order?
Catch-22: Not as hard as the intro made it sound, but the maneuvering was fun.
Arky trains his protégé: OK, that's actually quite cute, the trick of using the guard (who's "stabbing" you the whole time") to block the roaches.
One Thing at a Time: Again with the multiple temporal tokens. This felt like it ought to be tractable, but I just never gained any traction on it.
Tenths Submission Contest: Took a few tries, but was fairly approachable, which is what I like to see in this sort of contest.
7x7x2: Almost gave up; glad I didn't. That's a mean little trick on the first pass. (The second pass gave me no real trouble.)
Spiral Sprint: even knowing what to do, it took me forever to get there. The red herring with the bomb/brain seemed odd.
Deceptive Room(s): I think it's rule-breaking to have a scripted character outside the 10x10 area; but mostly I got really, really tired of guessing what all the scripting does.
One Room: should be intriguing, but I ended up mostly feeling irritated.
Infested Locket: strangely straightforward. I'm not looking for difficulty, but this didn't seem like it had a lot to it. Still, solid enough.
Tenths Contest Entry: Actually fairly interesting. Took several tries to figure out where I needed to maneuver the gentryii.
Waste Disposal Chamber: the idea of a narrowing room is actually really cool. This wasn't terribly hard, but it played well.
Winged Staircase: I got tired of making the same wrong one-move-short thirty moves over and over. Some day I hope to crack this.
Construct Validity I & II: oy, and oy again.
Dance Around the Fire: why must there be a gentryii
Hostile Brew: really solid room. It's a neat trick that isn't immediately obvious, but playing around with it gets you there.
Living Quarry: a lot to like here. Several neat little tricks (getting the construct to push the mirror; killing the right things in the right places to make them pushable).
Hamlet Cove: cute, but kind of too straightforward for my taste.
Terrestrial Clearing: Just never got anywhere on it.
Evil Plate: yeah, maybe too evil.
Abstract Escape: Liked it right up to the point that I learned it couldn't be cleared. It's a room. It should be clearable. And yet I can't really rate it down too much for that, because the contest rules didn't particularly say the room had to be clearable; and it was a clever series of steps to escape it, I'll admit.
The Bomb Garden: Not flashy, but solid.
Desert Daydream: Made it to the point that I suppose is the end. Found it kind of plain, all things considered; the construct in the upper right wasn't really adding much.