My comments. Please try to not read them before voting to not influence your own vote and to not learn which were my entries:
×
I started by watching every entry to know better what to expect and a few small scoring rules have clarified:
- I'll give minus points for very chaotic rooms which are impossible to read, especially more so for Ruby Goldberg rooms because traditionally these actually are pretty clear to read
- I'll give bonus points for cleverness, for all the times I say "
Ohh, neat!"
- Other than that I'll just vote on a gut feeling
I might be a little bit too critical, so please don't take my comments personally!
The Entrance
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×I had an "Ohh, neat!" moment with the final guard who kills himself on the firetrap he himself activates. Score: 8
1S
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×I have to applaud the author for actually taking time to do craft a room around this. Unfortunately that's pretty much where my enthusiasm ends because after a few turns this room turns into something I just can't read. It had a few "not bad" moments but, for me, it all drowns under the complexity of the design. Score: 7
1W
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×You're going to see a pattern in my scoring - also this room suffers from chaos, a little bit better than the previous but still far from being legible to me. I also didn't like how there are very many red herrings/unused elements. I liked the platform checkerboard in the middle and how the goblins are disposed of. Score: 6
1N1W
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×I both like and dislike the fact that the author used the room for the demo. On one hand the puzzle is slightly expanded upon, on the other hand it doesn't add much. The western side is not bad of a puzzle, but just smacking those roaches in the central section rubs me the wrong way. Still I have to say it's a very clear entry which rubs me the good way
. All in all,
Score: 7
2N1W
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×Surprise, this is my room. It's a post-modern-fatalist-video-game-pop-culture study of self-fulfilling prediction, chasing after one's own doom and destruction... Actually it's just a load of dark or very dark humor. There are, I think 16 different dialogues to discover here. 10 for getting stuck near the orbs (one for getting stuck in clear and another in not clear room), 4 for stepping on the arrows depending on room clear and trapdoor clear state, 2 for stepping on the red door depending on clear state and two for entering the trapdoors. I think. And also you can try to leave the room using the other exits!
3N
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×This whole entry was one big "Ohhh, neat!" moment and the only reason I am not giving it 10 is because the whole room is very fragmented and messy. Score: 9
3N1E
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×The good side here is that it's pretty clear. The bad side is there is a lot of waiting while nothing happens or moves. Score: 7
3N2E
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×I am actually very happy than an entry like this was posted, because I perfectly know what's going on
. Unfortunately it has two big downsides - it's too simple and it emits a beep because Beethro leaves the room before the demo ends.
Score: 4
3N3E
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×My personal nemesis which doesn't work correctly in 5.1.0.1007
. The usual chaos is present, and unfortunately I didn't really find anything that would catch my eye.
Score: 6
3N4E
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×This one I can almost read! I liked the clever swordfights between Stalwarts and guards and how Stalwarts can keep Constructs in place, dead. Score: 7
1N4E
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×My first entry. The only reason it was made was because Insoluble allowed usage of my face as custom media
. The song in this room was synced to the original demo but I hope you can live with it!
1N3E
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×It's a decent entry, very clear, but the downside is that for half of the time nothing is really happening. Score: 6
1N2E
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×First half of the room is, in my opinion, how a Ruby Goldberg should look in DROD - only a single thing happening at the time and something is happening and none of the transitions between events are too long. Unfortunately later it turns into mostly waiting. Still, my second favorite. Score: 9
1N1E
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×Unfortunately not a long is going in this room and, like 3N2E, it suffers from the beep. I liked the usage of the Fegundo! Score: 5