Having great fun with these so far. I'm going to go ahead and drop some comments under "
tags so that I don't forget stuff. I do have some suggestions for the compilation though before it gets published.
1) Each entry should probably have a return to hub exit that isn't blocked by a blue gate. I'd suggest architects build those in after voting is over.
2) I'd also put in a request that the final level hub be as compact as possible. 16 entries is a lot and running back and forth through a hub to get between the rooms you haven't finished up starts to take up a lot of time. 4 rooms with 4 exits each would be terrific (like how the race hold have done) Even if you make it so that each hold has its own room int he hub you can make it so that the shortest path between any two entries only requires moving 5 rooms.
3) The rooms in Trollmass should probably all be marked non high score-able. You know, so that the rest of the DROD community doesn't hate us.
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Here are some comments on all the entries. I'll try to give some general remarks on each, then mention specific rooms. I'll always try to include some commentary on the entrance (since that's the most important room in any level as it sets the tone) as well as my favorite room in that level. I won't mention my own numerical rating since I had a hard enough time putting an actual number to a lot of these and I'm not 100% satisfied with my ratings. I will say that I tried to rate entries based mostly on how much I enjoyed playing them, but also tried to judge each entry for what it was trying to do (i.e. was it going for an interesting overarching concept? trying to be hard? trying to be easy?). I also tried to judge rooms based on what I thought the intended solution was supposed to be even if it was badly broken.
Twelve Evil Roaches
This entry was really well polished (save for the glaring break in 1W) and had some absolutely outstanding rooms. Some of my favorite rooms in the entire contest were in this one. Unfortunately some of my least favorite rooms were in this one as well. I loved the rooms with tricky linchpin or resource management style solutions. There were also a few rooms in which it was immediately clear what needed to be done, but discovering the tricky sequence of manipulations to get there was mostly trial and error. The overall concept (each room has one roach and all the enemies of any particular type) was really well done, and I enjoyed the aesthetics overall.
The entrance: I liked this room a lot in the end. It took me a bit to get started, but once I figured out what type of setup I needed for a solution, there were more than enough mirrors to make it so that the manipulation was never too arduous. This was a pretty good intro room for the level.
1N: Possibly my favorite in this entry. This was a super interesting tar cutting puzzle of as kind I hadn't seen before. I like that the tar mother timer never seemed tight. Great room!
2N: Ugh, the manipulation in this room! Maybe it wouldn't have been so bad if I had been asked to do something similar with just three skippers (which I know doesn't really work with the contest constraints and theme together). But this was too much. I won't lie, I just gave up and checked the demo for this one after fiddling with it for way too long.
1E: This one is also possibly my favorite from this entry. It was super fun figuring out exactly what needed to go on each plate and how to get it to happen. The manipulation was never so demanding as to get in the way. Very nicely done room!
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Trollmas
Well, this was an entry. I suppose it achieved it's purpose. Thanks at least for including the special command shortcut! My favorite room by far was 5E.
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Twelve Days of the Winter Solstice
This entry had a lot of good things going for it. I like that the architect scripted hints and the scripted room names. The final room was pretty funny too. I checked the hints afterwards though and most of them were either hints for fairly obvious things or things that I didn't end up using in my solution for the room. I also liked that the rooms were compact and easily parsed. The emphasis in most rooms was on execution though, and a few rooms ended up having somewhat fiddly manipulation.
The Entrance: This was a really strong opening. A nice manipulation linchpin that involves techniques that show up later on in the level. The room is easier than average for this entry, but that's actually fine by me. It does a good job introducing the level themes while staying short and simple.
1E: I'll be happy to never have to kill a goblin with a pickax again. That's all I have to say about that.
4E: The hint said something about having the guard turn his sword to cut briar, but it seemed a lot easier to just push him into the briar diagonally to cut it. This was one of a few instances in which I checked the hint scroll after solving the room and seem to have done it completely differently. These rooms are pretty open so it's okay I guess.
5E: I think this one was my favorite from this entry. It had a nice linchpin (which you could do in at least a couple of ways) and was fun to figure out. The manipulation was tricky without ever feeling fiddly. Great room!
6E: I read the hint and am pretty sure I did this an unintended way. I only used the decoy to hold down the pressure plate at the end and didn't use to immobilize anything.
7E: I
wish I had read the hint for this one before solving it. I didn't stash the skipper away and had to deal with it the whole time. And no you should definitely
not make that a challenge.
8E I did this one fending off roach queen spawns and got most of the way to the end before realizing that wasn't allowed. A gentle reminder at the beginning of this room that queen spawn is a fail state would be appreciated. Honestly I feel like the room was more fun dodging roaches than it was having to stun the queen every 30 turns though.
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Xmas Contest Hold
This one was mine. I tried to break out of my usual pattern of having an over arching theme and spending a ridiculous amount of time making each room. I tried picking elements that seemed like they might play nicely together and arranged rooms with them without having any sort of well formulated plan for the room ahead of time. My main goal for this one was to try to make an entry that, while maybe not particularly special, was at the very least was not tedious or annoying to play. Unfortunately I don't think I succeed in this with some rooms. 3N for instance I don't particularly care for. It wouldn't be so bad with only two or three goblins, but I needed to use up the rest of them so in they went. That room was sort of thrown together and not very good. 2S1W also is another one that probably would have been better with half the number of roaches, but the contest constraints had me putting all the remaining ones in. On the whole though I enjoyed forcing myself to make rooms quickly. I made a lot of rooms that I think turned out okay that I wouldn't have ever made with my usual process.
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How to Build a Room
This one was super neat! The concept was great and pretty well executed given the constraints of having to complete it within the time limit of the contest without beta testing by others. That being said, those constraints led to things ending up not as tight as they could have been. Some rooms ended up having multiple solutions, which in all honesty is fine and not something that really needs to be changed. The bigger flaw (and this is really minor) is that in some of the rooms towards the end it felt a little bit like "
rinse and repeat"
. For the most part though the architect did a super nice job making it so that the monsters could be (and needed to be) used differently in subsequent rooms.
The entrance: This room sets the tone. From the intro text you kind of know what to expect, and when you see the overly simple setup of this room, you start to form ideas about what's to come.
3E: This is where things started to get really good. Based on some discussion in chat I tried to do this one the intended way (using all the tools provided) from the get go and really enjoyed the solution. Others have commented in chat (and I'm sure in the comments on this page too) that there is an alternative way to get the Aumtlich to stay on the plate that would be pretty easy to remove. It may be just fine to leave this as it is though. One of the great things about this hold is that there are multiple ways to do each room and pretty much all of them are interesting.
8E: This one was probably my favorite. A lot of things get done differently and I think I used just about every monster in a different way from the previous room. The various tricks involved are neat too.
9E: I felt like this was probably the weakest room. I literally did nothing different from 8E other than kill the wraithwing at the start of the room.
10E: Oh man, the slayer manipulation here. I pretty much just fiddled until it worked. To the extent that when I had to do the exact same thing for 11E I still had no idea what I was doing and it actually took me
longer to find a series of moves that worked. This was for the breaking the crumbly wall bit, Getting the slayer to hit the orb was fine. Probably this is also mostly due to my lack of slayer manipulation chops. And when all is said and done it's still a fairly short manipulation which makes it not all that bad.
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Abandoned Warehouse
I think this was probably a good level, it's just really not for me. It took me a while to just get over the visual assault of the room layout. It's interestingly designed in a way, but the design aesthetic really doesn't work for me. In addition to making it incredibly hard to parse what are already very busy and complicated rooms, all the extra crates and stuff get in the way making it somewhat annoying to just walk through a room. I honestly wasn't sure how to vote for this one. I ended up watching demos for some rooms, not because I wouldn't have been able to solve them, but because I was too exhausted by the level to want to play it. There were still some fun puzzles in here, but more often than not there was just too much going on in each room.
That being said, this entry went with a theme and did it consistently. The room layouts were all very thematic and the puzzles were pretty consistently similar in level of complexity. I feel like the most difficult rooms were actually closer to the entrance but the difficulty felt well balanced on the whole.
The Entrance: I actually skipped this one and came back to it. It was one of the more complicated rooms in the level in many ways. Not the most difficult, but one of the more involved rooms in that there are a ton of tasks that need to be accomplished to clear it. The overall messiness of the room makes it difficult to see what's going on at first and at some point you just need to take a leap of faith and start doing things. Unfortunately, like many rooms in this entry there are a couple of "
gotcha"
moments where you think you're getting somewhere, but no, you had to keep that roach alive. Admittedly it wasn't as bad in this room as it is in some of the others, but it left me feeling somewhat frustrated.
1N: So I actually really liked this one. It still had more than necessary going on (The guard and Aumtlich in the beginning seemed to be completely unrelated to the core puzzle of the room and felt unnecessary). But the main puzzle was pretty fun. I'd say this was probably my favorite on this level. The cluttered layout worked will with the puzzle without actually getting in the way too much. This was one of the first ones I solved on this level and it was pretty satisfying.
2N: This room was a real slog. Maybe I was doing things very inefficiently, but this reminded me of a lot of AE era holds with massive tar mother on trapdoor horde rooms that take 1000+ turns. I got trapped in unwinnable situations a ton of times and honestly felt like I just blundered into clearing the room in the end.
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And Then There Were None
This one seemed to focus on intricate movement order puzzles. While that may not be everyone's cup of tea, I think the architect did a decent job working with this theme. The layout and aesthetics were really nice too. That being said, I ended up looking at demos for a bunch of these rooms, especially towards the end.
The Entrance: Actually does an okay job as an intro room. It lets the player know fairly quickly that this is going to be a movement order level. While I did it mostly by trial and error, I can see how I could have teased out the required order.
1E: Fiddling with goblins to get them into some magical order that will keep formation though? No thanks.
1N3E: This one was my favorite in this level. It was a fun little puzzle and did what I think more movement order puzzles should try to go for. The setup makes it trivial to get the eyes in any order you like, the main difficulty is in figuring out what order will work. That can be solved just using logic (and a bit of math). I thought this room was super fun.
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The Quest for The List
On the whole this one was pretty fun. I like that there was a bit of a story to go with it. A couple of the rooms felt a bit tedious but the ideas were good. As a reminder, the scroll that was supposed to be deleted still needs to be deleted.
The Entrance:Probably my favorite; I'm a big fan of rooms in which you get to carve out the playing field before unleashing the monsters.
1E: This one definitely was just a fiddle-around-with-it-until-you-stumble-upon-the-right-move-sequence room for me. This definitely felt like the repository for all the monsters the architect had left over after making the other rooms. Which, to be fair, is something I did too, so I can't really hold it against you
1N1W: I did this one without needing the last golem for anything. Challenge maybe?
2N: Got the challenge because it was the way of doing it that came to mind first. The other way seems like it would take forever. Interesting room idea, and I got a nice sequence going for moving both queens and roaches. Raft manipulation rooms are always going to feel slightly tedious though when you have to juggle between more than one raft and move monsters about.
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A Scattershot Holiday Hold
This was an okay entry. The title is appropriate for sure. It definitely felt a bit all over the place. I guess this was the only one-room entry that actually really only was one room so that's something. But it felt like there were too many disparate ideas and the whole thing felt very incoherent. It was also long. Really long. I never finished it though I did get pretty close to doing so (I realized too late that I was supposed to stop the tar mother from growing so much and really didn't want to replay the 1000 or so moves it took me to get that close to the end.) I feel like this could easily have been split into at least three separate rooms and have been better for it.
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Unabridged 12 Days
I actually didn't mind this one, it's probably my favorite of the one room entries (yes I completed this one 100%). The concept is clever. And while it is tedious, so is the song it's based on. It actually would have felt like a lot less of a slog if the tar mother had been constrained a bit more in a smaller space where the tar growth was guaranteed to always be cuttable. I do appreciate how the way you deal with some of the monsters changes on subsequent visits to the room.
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A Very Vihartly Christmath Special
This one was pretty simple to complete, but hey! Math! I can get behind that! And you know what? Sometimes it's fun to just smite a scattering of monsters without having to worry about linchpin puzzles and the like. This one really felt like 3 brain AE era hold for that reason. It was a bit simplistic, but I enjoyed it. And, again, math. Also, I had never heard of Vihart so I got to look it up and was treated to a rather engaging 30 minute video about composing 12 tone serialist music to go with nursery rhymes about laser bats. That alone was worth it.
2S1E: This was probably the only room I wasn't too keen on. It would have been much better without so many goblins (I suppose you'd have had to have come up with another room for the remaining ones though.)
1S: Definitely NOT cringeworthy! This was super cool! Also, if you are into math I hear there is a recently published hold containing some. Something to do with a torus I gather...
3S: Pythagorean Theorem? I wasn't sure since the resolution is so coarse. The rest of them were pretty clear though. Nicely done
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Lazy Architect's Basement
This one had me stumped on most rooms and I ended up having to watch demos for a lot of them. It was definitely going for difficulty that relied on obscure edge cases and mechanics, which is fine but not going to be everyone's cup of tea. I definitely liked the rooms I was able to figure out, but a couple of these rooms (the slayer ones specifically) seem like the mechanics they relied on were just too obscure.
The Entrance: The hold makes it pretty clear that this room is the unused monster repository. Unfortunately this puts what is essentially a throw away room as the player's first impression of the level. It wasn't bad for a horde room, but it definitely gave off a misleading impression about what this entry would be like.
1W: and
1E: I watch the demos and
still don't have a clue what's going on here. These rooms are super weird and seem like they are making use of extremely buggy behavior (that will probably not be changed at this point, but still.)
1S: This was probably the least difficult room in this level (aside from the entrance) and also probably my favorite. The concept is fun and the invisibility potion makes the execution fairly forgiving. Really nice room.
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Last-Minute Shopping This was an interesting entry for the most part, but a lot of the rooms felt overly busy. In a lot of rooms the various bits and pieces of the rooms felt almost unrelated and would ideally have worked better as more thoroughly thought out separate puzzles in separate rooms. I like the concept a
lot though, the speech text was super fun. Beethro repeats the same dialog every time you re-enter a room which feels a bit repetitive after a while, maybe consider changing that for the compilation. In some of the rooms, the "
save the gift"
solution ended up being easier than the "
ruin the gift"
one, but that's not really a problem. On the whole, very neat idea.
The entrance: This goes for some of the other middle rooms as well, but the room felt overly busy with stuff, not all of which got used for both solutions. Just parsing the room was the main challenge, after which there was a bit of slightly fiddly manipulation. The outer rooms felt a lot more tight and purposeful.
1N: for example, made use of it's elements in a much cleaner way and both solutions seemed like they used things differently. There was still a little bit of fiddling, but the shallow water was placed well to make this minimal.
1N1E: This was probably my favorite room in this entry. Both solutions use the rooms elements very differently and both were fun to work out. Soldier manipulation is usually a bit of a chore, but was not bad in this room since it's mostly narrow passages that minimize the unpredictable pathing.
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A Collection of Titles
This entry was a lot of fun. I liked the mid range difficulty level a lot and the fact that there were a variety of different types of rooms (classic linchpin, monster manipulation, trapdoor mazes, horde like rooms.) I also liked the touch of giving each room its own name via scripting, though some of the name choices were a bit weird.
The Entrance: This was a decent room to lead off with. It's pretty clear what needs to be done though it may take some thought to figure out exactly how execution will work. That makes it a pretty good representative for the whole level actually.
3N: This room was my favorite in the level. I really enjoyed the concept of having several different monsters to have to deal with in a positioning puzzle. The invisibility potion took away any sort of fiddlyness and made it all about coming up with a good way to get the monsters into position. There was enough space in the room to make it never feel frustrating. I also like the linchpin of needing to use one of the monsters (construct corpse or slayer) as a temporary block for another one. Not sure if that's required actually, but it was a fun tactic to come up with.
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Grab Bag
Oh man, this entry was exhausting. I never did finish it, but I got though the first few passes and feel comfortable calling it after that. The idea of doing one big multi-pass room for this contest is interesting, and I'll give the architect credit for that. But room itself, at least the passes I went through, is very execution heavy in very tight spaces. It felt like a long string of magic move sequences. They were not too long at least and relatively guessable, but I ended up getting tired of all the guess-and-check very quickly.
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Beethro and the Cold Corridor
This one had some good rooms mixed in with a couple that were on the tedious side. On the whole I liked the difficulty level though and it was nice and concise.
Entrence: The very first room felt a tiny bit on the magic move sequence side. Though to be fair, once I thought a bit harder about how goblins move I figured out how things needed to be set up fairly quickly.
2E: As you probably already noticed, this room breaks if you just go through the tunnel. This should be fixable during the testing that will happen before the hold gets published. Maybe just have a pressure plate next to the tunnels and along the east entrance that traps the roaches on arrows from the other side.
4E: This room was really neat. I liked having to come up with ways to move the aumtlich on the platform given different constraints. I'm usually not into rooms that ask you to herd monsters on platforms but this one was a lot of fun.
5E This one was my favorite. Very nice room.
6E This was definitely on the fiddly side. It wasn't terrible once I found a good strategy for dragging a wraithwing around with me, but it was probably my least favorite in this level.
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