Mastered!
If you remember blorx's entry on the Tenth by Tenth contest, it's full of that kind of room: You can only move left, right, turn your sword, and sometime perhaps placing doubles and clones. Doesn't mean things can't get tricky, though! But when in doubt, just try whatever you can and you'll figure out the puzzle soon.
Some of the things didn't make sense or was probably broken (like 3E it's perfectly okay separating the two monsters, or 6E where you don't need the last set of potions), but there are even neater things that I couldn't have imagined, like the whole reaction in 5E and the super tight exit in 7E. In fact, 7E is so tricky (requiring many lynchpins to solve) it might be even over blorx's original entry in difficulty.
Post-master rooms remind me of a flash game called Z-Rox, where you have to guess a 2D symbol from a moving 1D cross section that sweeps across the symbol. It's surprising and refreshing to see these post-master arts.
p.s It's awesome to have the chance to be the first one who masters a hold upon release
[Last edited by uncopy2002 at 03-14-2016 05:53 PM]