Thank you Insoluble for the answer !
The Yard
My first bad feeling with this level is, as you said, that difficulty is not consistent.
When I started to design it, I had a lot of ideas more or less creative but in the end most of them were a) looking like TSS puzzles b) to easy to solve. Easiest rooms for me are
1S and
1S1E.
Here are my comments and modifications based on your feedback :
1W : Didn't thought of this solution ! I added some walls and surrounded the construct with yellow doors, there shouldn't be anymore problem.
1S1W : My first idea was to make small rooms with the objective to kill a slayer with a different weapon everytime. I'll see if I can design it, because right now the room is really to easy.
1S : I tried to add another briar but this makes thing a lot, lot harder ! Maybe find a good equilibrium by adding pits ?
1E :
Click here to view the secret text
×Blocking the top queen with the brain was also my solution, and maybe the only one that allows the room to be conquered, good job
1N1E : A solution that works well is to
Click here to view the secret text
×Rush to the two queens near (30,16) and kill as many queens on the way, then the room becomes really easy
1N1W : I added two more tiles of shallow water and blocked the south passage of the north-east skippers, it should be easier and less frustrative now.
Dismantling Plant
1W (You wrote 1E on your comment but I think you wanted to write 1W) : Watching your demo gave me an idea of challenge, "
never left the construct dies (and the roach) before the seeding beacon is turned off"
. Not really hard but needs the player to do better anticipation work.
1N1W : I replaced the two kegs by two other constructs, I think the difficulty is now consistent with the level.
2N : Modified the checkpoints based on your comment.
2N1E : This is exactly what needs to be done. I found that
Click here to view the secret text
×Being able to place the 4 puffs vertically makes thing easier
Thank you BoyBlue for taking the time to test some rooms, it is really appreciated.
Sokoban Island :
The scroll now warn the player to turn on the alpha blending while yellow doors have been added in the listed rooms to prevent the player from exiting the puzzles.
Tiny Rooms :
1E : The conquer token is now behind a blackdoor, it should fix non wanted highscores.
1N2E : It is no more possible to step twice on the token.
1S1W : Changed the arrow orientation so the adder can't cross it until the yellow door is open.
1S1E & 2S1E : Changed the design, now the player needs to place the mimic at the good spot to correctly conquer the room.
The Yard :
The intro text has been modified (as well as the Hold description ...)
1W has been modified to prevent the player to break the room while checkpoints has been added in
1N1E.
The Labyrinth :
1N : It's another way to finish the room (easier but I don't think every player will think about it), will be good for highscores.
3N : The PP has been fixed.
The Swampy Lake :
1W : Added a conquer token, the clone now have to be placed outside the maze.
1S1W : Change the way the goblin is released, now the room should not be broken anymore.
1S1E : I replaced the yellow door by force arrows, it is no more possible to use this possibility.
River Crossing :
1E : I added force arrow, the room isn't broke anymore.
It's no more possible to exit a room when an eye has been woke up. Entrance has been upgraded and is now in adequacy with your comments.
Colorful Cavern :
1N1E : Changed the script, now the player can't build anything on the PPs.
1S1E : Added some walls and a yellow door, I don't think it is still possible to conquer the room in another way it was designed for.
1S : Conquer token is now unavoidable.
Other Levels :
Dismantling Plant 1S1E : added a yellow door.
Fegundo Training Area 1N2W : Changed the position of the queens, the roaches now always go inside the labyrinth.
Holes 1W : Added longer yellow doors.
Rocky Archipelago 2N1E : Changed a bit the Entrance, I don't think it's still possible to break the challenge.
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My Holds :
Architecture Salon
Do it Again