I've also attached my demos. My comments on the entries:
×Stone Canyon
Very nice image walls
A pretty good selection of low-difficulty rooms, although 2N1E depends too much on soldier unpredictability (interfering with his path so he makes the correct stab). Most rooms show one aspect of rock giants in a fairly straightforward way, as expected for a GatEB level.
Unfortunately, rock giants are already used in GatEB, which goes against the contest rubric. This could be tweaked into a stepping stones level easily enough, but at the moment not all rooms use stepping stones. So I have to take a point off for that.
Score: 4 + 4 = 8
The Orthogonal Road
Some good ideas here, but execution was hit-and-miss. Even the starter room, 1S, doesn't teach how to fight on orthosquares, but rather "
often it's a good idea to get off the orthosquares!"
Similarly, I could only solve 2S1W by retreating to the entrance corridor, which felt a bit cheap.
2S is broken. 3S was okay until it came to killing the roaches at the end, which got very hairy (fortunately the soldier helped out here!) In 4S1E I quickly realised I had to get the soldier and guard in an endless dance, but actually pulling that off was pure trial and error, and there was no checkpoint
3S1W was similarly fumbling about until something worked.
Score: 3 + 3 = 6
The Warm Place
Really nice rooms! This was my favourite level in terms of the variety of puzzles and linchpins, and they all felt appropriate for a GatEB level. My only complaint was a bit of poor checkpointing (fuse end in 1N1W, no-return force arrows in 1S and 1E, inaccessible tiles in 1W).
Unfortunately, I have to take a point off for the presence of decoys
Score: 5 + 4 = 9
Immersed Sanctuary
Aumtlich are tough. This level took me longer than any other, and I've had a lot of experience from other holds. I think someone who was new to aumtlich would find this nearly impossible. Key concepts such as avoiding beam intersections, the sidestep, the 2:1 dance, freezing aumtlich, and guiding them to desired locations are all present, but they're thrown at the player so rapidly that it's easy for the rooms to become very frustrating.
2S and 3S1E are good puzzles (although 2S needs better checkpointing) but way beyond the GatEB range. 3S is sadly broken.
Score: 3 + 2 = 5
The Commander's Crypt
Some nice rooms illustrating timing with respect to floor spikes, with a good range of puzzles and linchpins. This felt very appropriate for a GatEB level.
Score: 4 + 5 = 9
Running the Rapids
My entry. I think the rooms are okay, but it was clearly rushed (the bare minimum number of rooms and no intro text). Fortunately, mauvebutterfly has said it's okay for me to finish the level for the compilation.