Okay, I finished level 2 and part of level 3. I'll attach demos to this post as before. I'm going to make an attempt to finish level 3, but I'll be honest, a lot of these rooms seem to be very heavy on repetitive trial and error solutions and I'm getting a bit worn out with them. Some of my comments below are not positive, but I don't want you to come away from this thinking I don't like the hold. I definitely think it has a lot of great ideas in it and a lot of potential. It also has a lot of rooms that are just plain too much. I don't mean that they are too difficult, since difficulty is often appreciated, I mean that you take what is an otherwise interesting idea for a room and repeat that idea four or five times in the same room. Some of these ideas involve fiddly manipulation that is mostly trial and error. There are definitely people who are into holds like that, but I think you'll find that a lot of DROD players these days are going to find it tiresome. Again, please don't take this the wrong way, I think the hold is off to a good start for sure. I just think that paring back some of the rooms so that you only have to do the same task once or twice will make for a much better experience on the whole.
I'll comment on rooms that you labeled unfinished as well as the finished ones this time since I actually rather enjoyed some of the unfinished ones.
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Level 2
The aesthetics were very nice as before. I like the repeated tear drop/ tadpole motif that went along with the watery theme of the level elements.
1N: This is actually not a bad minimalist room as is. It's not too difficult, but it's still an interesting room.
1N1E: Not really sure what to do here. can see that the two puffs need to kill the skipper nests, I just don't see how to get that to happen. Would you mind giving a hint for this one?
2N2E: This one was mostly trial and error for me. I'm sure there's a more elegant way to do it.
3N1E: This is an interesting idea, but the room is super long. You could easily make the same point with possibly just two orbs without losing anything. This room also needs checkpoints. Warning, my demos for this set of rooms is stupidly wrong. You'll probably be wanting to hold down the right arrow to zoom through them if you end up watching them.
3N: This one was much more concise than the previous room which I think made it more enjoyable. This one also needs checkpoints.
3N1W: This was probably the most interesting of the three northern rooms since you had the extra little bit of keeping the brain alive. Again I think this room would actually by removing some of the easier orbs and just having the most difficult two or three.
1S: No thanks. This is probably a fine room, but I can't stand gentryii.
1S1E: I actually liked this room a lot. It had a neat little efficiency puzzle in it and, though it wasn't super difficult, it was still fun.
1E: I guess this one really is unfinished.
1W: So here's the deal with slayer wisps. They use a path-mapping algorithm, (A* I believe) that, for various reasons, is functionally impossible for a human to predict. Puzzles based on manipulating the wisp path map are pretty much going to always be brute force trial and error. This one was pretty short and there wasn't much wiggle room in terms of possible moves so it wasn't all that bad, the room to the north of this on the other hand
1N1W, is just plain not fun. I can see what I need to do with that one, I just don't feel like fiddling about randomly for ages to make it happen.
1S1W: This room was definitely a bit on the fiddly side. I mostly abused unlimited undo to keep the puffs alive. It turns out I only needed one of them though, so I only have myself to blame for making the room harder than it needed to be.
2S1W: In this version of the room I get a stick instead of a caber and I definitely need to keep both puffs until the end. This one is definitely not fun, sorry.
Level 3
Something similar was done in Xindaris' First Hold in the level Tick Tock, and the constant toggling becomes a bit grating after a while. That being said, it's a worthwhile mechanic to explore. I only did the eastern most rooms so far.
1E: This was actually not a bad way to show off the basic idea of the level. I can see adding maybe a little bit more to the room, but it's already pretty good as is. As simple as it is it's still probably best to put a checkpoint somewhere.
2E: Unintended Solution: I think I was supposed to try to keep the roach alive until the end to prevent the sister gate from closing, but I just used a rock golem instead. You could fix this by replacing the hot tiles with pressure plates that close the player in. This room needs checkpoints.
1N2E: I'm usually not a huge fan of pack-the-golem-corpses-in-while-leaving-yourself-room-to-escape puzzles so I'm not the best one to be commenting on this. It wasn't to bad for what it was though.
1S2E: I actually really enjoyed this one. It wasn't overly long and the mechanic was fun. It could use a couple of checkpoints, possibly one in the largest tar room and one on the outside.