This is really cool so far! Very nice puzzles, nothing too hard but they have all been fun to work out.
The biggest problem is checkpoints: 1S has one, but it's not conveniently placed when you are going between the central and north PPs, so another one or two would be welcome. 1S1E has one, but it's inaccessible during most of the puzzle. 2S1E requires a lot of fine manipulation in between the times you can use the checkpoint, so there should be another around (28,8). 3S1E has one, but
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×the room is a lot easier if you travel away from the checkpoint
Other comments:
Entrance: Nice linchpin. I was a bit surprised at how lenient the timer is, but okay, maybe you wanted a gentle start.
1S: A bit laborious but reasonable.
1S1W: Easy but fun trapdoor/arrow puzzle.
2S: Fun interaction to play with. Easy room.
1S1E: Assuming you fix the checkpoint problem, this is an excellent room, very satisfying to solve.
1E: Some fun ways to kill seep. Thank you for avoiding the weapon token and arrow being on the same tile.
2S1W: Another good linchpin room.
3S1W: Simple WW manipulation, no problems.
3S: Very fun, solved itself when tackled one step at a time.
3S1E: Hardest room so far but an interesting challenge to find a good strategy. You could add a challenge to not regain the sword.
2S1E: Also a tough room, nice linchpin with some tricky manipulation as well. You could tone this down a little by making (21,14) a floor tile, but it's not essential, I enjoyed solving this.
Level 2:
1W: Easy starter room.
1S1W: Some of the manipulation was harder than it looked. Fun room.
2S1W: Very nice. One of the hardest levels in EP involves manipulating fegundos with a staff, so it was nice to have an easier puzzle on the theme.
1S2W: Nothing special, a golem manipulation maze that felt like it didn't need to be quite so long.
2W: Really interesting room, but was the north PP meant to
open one of the room exit force arrows?
1N1W: Snake directional preference manipulation. Pretty easy.
1N: This felt a bit strange, but it's directly accessible from Entrance so it makes sense to put another simple room here.
1N1E: Really fun, I liked the variety of tactics needed to hit all the plates.
2N1E: Strange room. It wasn't hard to guess what to do, but I don't fully understand why it worked.
2N2E: Very fun, nice riddle of where to put the mirror. The force arrows don't stand out very well on this floor type.
1N2E: Simplified version of the nightmare room from Rapid Fortifications. This made it a bit dull as it was always easy to see how to take the next step. The second construct puzzle was more interesting, with a nice trick with the firetrap.
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50th Skywatcher
[Last edited by Nuntar at 08-09-2016 11:51 PM]