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kieranmillar
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icon Hold Anonymous 4 { Round 3 Fixing Phase } (+2)  
Hold Anonymous, Nameless Fortress and RPG Anonymous 3 were all holds created via a collaborative game ran on these forums. With the release of RPG 2, I figured it was worth running again. I'm putting the thread in Architecture instead of Forum Games so that it's more likely to be seen by people that are interested.

Hold Anonymous is a simple architecture game that requires little commitment, just 2 rooms per round followed by a fixing phase, and you can participate in whichever rounds you like (we run signups again each time).

How it works: each level, people register their interest in working on it. I create a level template with 2 empty rooms per person, and randomly assign them. Each participant then edits their 2 rooms without knowledge of what other people's rooms will be. We give this phase a deadline of a week at most. Once all rooms are submitted, we look at the abomination that resulted and try to fix it up if it needs to be, although the intent is to try and preserve the original result as much as we can with it still being fun. Finally, the boss room is created by me based on how the level turned out. We repeat this until the hold looks like it's worth ending.

Part of the fun is to be as permissive as possible, but there will be some restrictions for practical reasons, which will be outlined in more detail when the first round starts, given enough interest in people wanting to participate.

This will be made for the RPG 2 engine, but you are always able to edit your rooms in the RPG 2 free demo (I will then convert the room style to whatever it is supposed to be for the level).

If you're interested in taking part in round 1, post your interest in this thread!

[Last edited by kieranmillar at 09-28-2025 01:32 PM]
08-27-2025 at 04:59 PM
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hyperme
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+1)  
I'm interested!

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08-27-2025 at 05:02 PM
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Nuntar
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+1)  
Absolutely!

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08-27-2025 at 05:06 PM
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Red-XIII
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+1)  
Interested!

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08-27-2025 at 05:35 PM
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komachi
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+1)  
Interested
08-27-2025 at 05:53 PM
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IQubic
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+1)  
Count me in!

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08-27-2025 at 06:26 PM
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Chaco
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+1)  
I'm interested! Sounds like fun!

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08-27-2025 at 06:41 PM
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LovaP48
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+1)  
I'm interested, despite being a novice in RPG Architecture.
08-27-2025 at 07:09 PM
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bomber50
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+1)  
Okay!
08-27-2025 at 07:39 PM
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Thelas
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+1)  
might as well, /in
08-27-2025 at 08:01 PM
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kieranmillar
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+1)  
Huh. We already have 9 participants. That's a lot, I think the highest the Hold Anonymous games have ever had. No reason to cap it though. Keep signing up if you're interested!

I want to give everyone who might be interested a chance to see this thread, so will look to start round 1 tomorrow, make sure the thread has been around for 24 hours.

[Last edited by kieranmillar at 08-27-2025 08:38 PM]
08-27-2025 at 08:37 PM
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mauvebutterfly
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+1)  
I'm interested.

Question though. Will there be a recommended stat line or something like that? Or could we just have one person using roaches and another using adders?

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08-27-2025 at 09:46 PM
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kieranmillar
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+1)  
There will be a range of stats to assume the player starts with, based on testing from the previous level. It is up to the architect to decide what to do with that information, but I can provide a list of which stock monsters are most likely to be appropriate, to give an idea of appropriate stat lines (custom monsters are also allowed).

One of the things about this game is you don't know how many gems or what equipment will be placed by other players, so you'll have to make an educated guess, and also consider distance from the Entrance room. The more participants and the bigger the level, the more stats might grow across the scope of the level .... or maybe they won't!

We reserve the right in the fixing phase to fix issues with rooms that ended up too off balance. For example if somebody sticks the Really Big Sword in the first level as a joke and it blows up the entire balancing, we can just collectively decide to remove it. Or we can adjust monsters in certain rooms to be stronger or weaker, depending on how things end up. There's lots of ways to fix issues.

The aim is to end up with something fun, and part of the fun of the game is too see how close our initial draft ends up. Sometimes rooms that are totally off balance can still work out just fine in the larger scheme of things.

[Last edited by kieranmillar at 08-27-2025 10:00 PM]
08-27-2025 at 09:59 PM
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Xindaris
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+1)  
I'm interested too.

My question: Is dumb scripted nonsense allowed? Or perhaps, tamer scripted nonsense like nonstandard monster behaviors?

...I mean, I did recently script up an "explodes on death" monster behavior...

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08-27-2025 at 10:25 PM
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kieranmillar
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+1)  
Yes.

All will be revealed when round 1 starts, but it doesn't hurt to ask questions now.
08-27-2025 at 10:27 PM
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+1)  
I'll try it.

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08-27-2025 at 10:27 PM
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mxvladi
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+1)  
I'd like to join too
08-27-2025 at 10:38 PM
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Someone Else
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+1)  
I fear how large level 1 will be... but that's also how we get the most glorious confusion. I'm in.
08-28-2025 at 03:05 AM
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PigmyWubba
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+1)  
I'm interested, I missed the first few times this was done.

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08-28-2025 at 03:56 AM
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kieranmillar
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+4)  
Due to the unexpectedly large number of signups, I've decided to write up most of the rules in advance, because it will take me longer to set up Round 1 than originally anticipated.

Edit: Wow this was a lot of text. The rules are quite small and permissive, I'm just trying to pre-empt all the questions. The next post has a short summary.

Must be Hold Admin Compatible
- The aim of this game is to produce a publishable hold at the end, so all content you make must adhere to the Hold Admin rules for promotion.

It's Anonymous!
- The whole premise of the forum game is we do not know what is in other people's rooms, so all discussion of what your rooms will contain before and during the building phase is strictly forbidden. Do not private message people about it, do not say things like "oh it sure would be nice if room 9 had this thing in it, wink wink nudge nudge, just saying this openly into the void to nobody in particular".
- You are allowed to discuss the level in more general terms, but you can't hint at what people should do.
- You are allowed to get support for scripting, or confirm if things are bugs. I'm willing to be more lenient on the rule if it's to help people get support with scripting. For example, if you're asking for help around something that will increase player health, that might "give away" information about what you are doing in your room, but I'm OK with that if it's in support of learning how to use the editor, or bug reporting.

Level Layout
- Each player will be randomly assigned a number. You will find 2 rooms on the level layout marked with your number. These are your rooms to edit, and all changes you make must be limited only to those two rooms. Any changes made outside this will be ignored by me when compiling the final level anyway.
- You are expected to delete the number, but if you think it will be hilarious to incorporate it into your room layout, do whatever you want.
- You are not allowed to modify any of the border tiles in any gameplay-relevant way! You can update visual floor tile design, add wall lights, and place invisible scripted characters on them to run scripts, but that's it. You will find pathways to adjacent rooms on the edges of your rooms, you cannot modify these in any way or add more.
- It is up to you to decide how traversable your room is between pathways to adjacent rooms. You can make your room freely traversable, or you can completely section off entrances from each other, or add doors / enemies etc. between them, it's all up to you. It is possible that entire sections of the level will be entirely unreachable in the final output, just one of the things we might have to fix and adjust rooms accordingly.
- Note that even if you make it hard to reach some entrances through your room, there is no guarantee your neighbours will do the same, and the level layout might end up with completely free traversal around your barriers. In this case, we may edit rooms to remove obstacles for player convenience, or set up similar barriers in other rooms. Experience from previous versions of this game has shown that making a room just to add cost to traversing the level layout is foolish, it'll probably backfire and make your room look dumb or completely useless in the final output, best to ensure there is something else in your room for the player to do.
- There is a room marked with "boss". This will be built during the fixing phase to accommodate the final output. We may add some resource drain gauntlet before the boss room, and can add to the map if necessary to accommodate that. If you have a room that is on the path to the boss room, there is no obligation that you have to put barriers in the way, but you can if you wish. It isn't your responsibility to be the gatekeeper of the final boss room if you don't want to be.
- This hold will have no hidden rooms. We are not accepting suggestions to add a hidden room anywhere in this iteration of this game.

No Percent Damage
- Percent damage is strictly forbidden, except 100% explosives! Its use in a hold is the worst thing ever without careful consideration and planning, the opposite of what this utterly chaotic forum game is about!
- The default values of hot tiles in this hold will be a flat 100 damage, aumtlich beams a flat 250 damage, and firetraps a flat 1000 damage. A scroll explaining this will be added to the start of any level where it becomes relevant.
- You are allowed to change _HotTile and _Firetrap if there's good reason to do so, but cannot be percentage based, and these are global so need changing back at an appropriate time. Note that changing _Beam impacts what is shown when viewing another room remotely, and so you won't be allowed to change this.

Scripting
- Custom scripting stuff is allowed. Custom monsters, items, equipment, you name it.
- Any character you add will be added to the hold and appear in the list for everyone in future levels. By adding a scripted thing to your room, you are giving the OK for people to freely use it in their room in future levels. You probably see this as a benefit rather than a problem, but it needs to be mentioned. If you don't like this, don't include it!
- Please be very careful with "surprise" scripting. It stinks to have a pressure plate suddenly do some unexpected thing when you step on it, or have the room explode without prior warning when you kill an enemy. BUT, we're willing to allow all sorts of ideas, provided it's clear what's happening. Placing a scroll in your room will go a long away, but please consider the new player experience, and try to prevent the hold being a confusing mess. There's a new feature, the _MyDescription variable, if you want an in-game supported way of documenting what a custom entity does. Don't forget Invisible Inspectable too if you're making a custom pickup!
- Custom enemies should take advantage of the lovely new colour-changing character options to make them more distinguishable from stock enemies.
- Similar to how changing _Beam will impact what is shown when viewing other rooms, the same is true for many of the other multiplier global variables, so changing these is highly discouraged. But RPG 2 now comes with local _My...Mult variables which can be placed on a custom entity to modify things only for that room, so you can have a more visible way of modifying things in your room without risking impacting other rooms.
- If you really need to change a global variable, such as different tarstuff baby spawns or setting which entites are mothers for tarstuff switch token purposes, those will need resetting in adjacent rooms, so please mention these during submission. Changing the default tarstuff baby spawns is discouraged outside of attaching a custom mother to the tarstuff blob, to make it more obvious that this tarstuff is different. Again, please try to consider if this will be a scripting "surprise" and accommodate accordingly.

The Fixing Phase
- After the rooms are built and compiled into the first draft, the fixing phase will begin.
- The first draft might have major balancing issues, inaccessible rooms, all sorts of issues.
- We want the final output to be fun, so the aim will be to adjust things as necessary to make the end result fun, while trying to maintain the spirit of the original rooms if we can.
- We reserve the right to edit any part of your rooms to achieve this, in any way deemed necessary.
- Rooms that end up out of balance do not necessarily need changing, if the end result still works out anyway. Don't worry too much about it.
- If you want to avoid your room being edited a lot, it is recommended to not be too wacky or extreme. Try to take a guess at what might be appropriate costs for any resources you provide, remember that some equipment or accessories, especially the grappling hook and flippers, could turn out to be very powerful in other rooms, and it is wise to try and cost them accordingly.
- If your room is just trying to troll the game, we reserve the right to blank it in its entirety to remove it from the end result.

Level-Specific Rules
- There may be further restrictions for a level, which will be posted when that level is posted.
- Some guidelines for stat lines will also be provided.

Submitting Your Rooms
- A copy of the hold with the level template will be provided. When you edit this, the game will ask you to make a copy. Your copy of the hold is what you will submit.
- A submissions thread will be made to submit your level to. In submission threads only you and the creator can see your posts.
- If you would like any of your rooms to have a map icon present at the start, those need to be set up in the Entrance room, so please let me know in your submission post so I can do that.
- Same for any scripting that will need to happen in adjacent rooms, such as resetting the music or a global variable.
- There will be a hard deadline of one week for your rooms to be submitted. If your submission is not received, the game will continue without you and your room will be left blank, or used for balancing purposes for the rest of the level. A gravestone will be placed commemorating the death of your room, but we won't name and shame, real life is more important than some stupid forum game, these things happen sometimes.

Other Misc Stuff
- Hiding collectibles directly underneath monsters is uncool.

[Last edited by kieranmillar at 08-28-2025 04:59 PM]
08-28-2025 at 10:02 AM
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kieranmillar
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icon Re: Hold Anonymous 4 { Round 1 Signups } (+3)  
In summary:

- Needs to be promotable to the holds board.
- Don't discuss your rooms in advance or collaborate
- Room connections are placed in advance for practical reasons.
- No percentage damage allowed, new default values provided for hazards.
- Scripting is allowed and permissive but beware surprising the player.
- Your room might get edited in the fixing phase.
- Hard deadline of one week to submit your rooms.
08-28-2025 at 11:40 AM
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kieranmillar
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File: Hold Anonymous 4.drh (4.6 KB)
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License: Public Domain
icon Re: Hold Anonymous 4 { Round 1 Building Phase } (+4)  
That's close enough to 24 hours, it's time for Round 1!

Attached is the hold with the level 1 template. Download it and import it and get building! You each have two rooms assigned to you, with the following numbers, assigned randomly (the rooms were not numbered randomly, but who gets which number was):

1) IQubic
2) bomber50
3) komachi
4) Nuntar
5) Xindaris
6) mxvladi
7) Thelas
8) Chaco
9) Citrus
10) hyperme
11) LovaP48
12) PigmyWubba
13) Someone Else
14) mauvebutterfly
15) Red-XIII

You have one week to submit your rooms to this thread:
https://forum.caravelgames.com/viewtopic.php?TopicID=46985
negative 4 weeks, 1 day

I came up with a theme for the level, and a backing story, which is like so:

Some Stalwart (no name decided yet) also likes archaeology, and during holiday time has bought a return ticket to the nearby island of Skelly, to find the legendary Tomb of the Unknown Architects. Legend has it that this tomb is filled with treasure! The adventure begins with docking at the Northern beach of Skelly.

The level has an opening conversation in this regard.

Level-specific rules
- The level is in Beach room style and cannot be changed. The weather is full brightness and outside with no other special weather effects, you can change the brightness and Outside setting if there's enough artistic merit to do so, I just want to avoid rooms randomly snowing or whatever.
- Row 1S of this level has a coastline and ambient beach music, which can't be changed. You can rebel against the aesthetics as much as you like, but the water tiles on the border and ambient music need to stay. If people don't like this macro-structure guidance anywhere in a level I'm happy to avoid it next time, it's only a few rooms, I thought this would be fun.

Stat guidance
The player starts with the default stats: 500 HP, 10 ATK, 10 DEF, and no equipment or other resources. There's a no detail map in the starting room to display any map icons people want to use.

The level multiplier is 1.

Greckle gates have been increased to 25 greckles.

Given the sheer number of rooms, stats may grow quite a bit, or they might not. If every room has on average 1 attack and 1 defense, and there's wooden equipment somewhere, then the player will end up with 50 ATK and 50 DEF. This would make all 3 of the first rows in the editor except the rock golem relevant, in fact many of these enemies would be free by the end.

[Last edited by kieranmillar at 08-28-2025 04:35 PM]
08-28-2025 at 04:15 PM
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kieranmillar
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icon Re: Hold Anonymous 4 { Round 1 Building Phase } (0)  

08-28-2025 at 04:16 PM
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mauvebutterfly
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icon Re: Hold Anonymous 4 { Round 1 Building Phase } (+1)  
Two things I noticed:

1: Nobody has commented yet on the macro level theming of the coast and music yet, so I just wanted to say that I'm in favour of such things. I even wouldn't mind if there was such a feature in the middle of a level at some point, where the endpoints of the river/gorge/whatever are given at the room boundaries but architects can decide what they want to do with that in the room itself.

2: When designing my rooms I made an assumption that I then realised wasn't actually written out anywhere. How will score be handled with this hold? I assume just default rules, but that sort of thing is probably good to confirm since it might affect how some architects balance certain player choices.

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09-02-2025 at 05:21 AM
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kieranmillar
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icon Re: Hold Anonymous 4 { Round 1 Building Phase } (0)  
Good point about score. I figured if it needed changing then we could do so in the fixing phase. I'd generally recommend people ignore score when building anyway, come up with interesting decisions with the balance you want, and then adjust scoring later if you think it's more appropriate.

Should probably ban authors from messing with the score variables in their rooms.

[Last edited by kieranmillar at 09-02-2025 07:44 AM]
09-02-2025 at 07:33 AM
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kieranmillar
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icon Re: Hold Anonymous 4 { Round 1 Fixing Phase } (0)  
Alright, here's the initial draft of round 1. I'm off to work now so don't have my own opinions at the ready yet, but figured I might as well let people see it as soon as possible.

If you're new to this kind of project, don't feel bad if something in your room seems out of place or silly in the full context of everybody else's rooms, it's entirely expected that this would happen. If anything it's part of the fun.

For the fixing phase, no need to upload updates to your room, generally we'd talk about it and I can change it in the main hold, unless the change is complex enough that it would be easier to adjust it yourself, but broadly I'd expect people to agree on the change before somebody just makes it. Of course some changes are obvious, for example there are at least two areas that are entirely inaccessible in this first draft that need opening up.

As some of you know, I did make tweaks to some scripts and let the author know, but it was to fix scripting errors or make something work better by using new scripting features the author might not have known about.

Bear in mind there is all manner of ways that issues can be fixed that don't necessary involve changing somebody's room, for example player starting conditions can also be adjusted.
09-02-2025 at 07:40 AM
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icon Re: Hold Anonymous 4 { Round 1 Fixing Phase } (+1)  
Played and completed the first level.
First impression, I loved the chaos and nonlinearity that came up with all the different architects, and I was immediately baffled by how to even start tackling the level. After making some progress, however, I noticed that I could easily gain 2 yellow and green keys, allowing me to door walking in 5S2W and get the short sword as soon as possible. Sadly, this pretty much trivialized the whole level, as you can guess from my stats below, without even optimizing too much. I think that 5S2W should either be made more difficult to access or make more expensive the door walking, or remove the possibility entirely, that depends on the other architects opinion.

Here's some general comments about some rooms:
3S3W: for some reason I thought that killing the Kobolds would open the giant atk gem, but then I realized how the intended way is supposed to be, though it is not possible, because the pickaxe in 2S1E cannot be reached. Also, due to the short sword, the Sting is pretty much useless.
2S1E: The orb cannot be reached.
2S3W: Given the amount of GR in the overall level, I didn’t use the -1 gem.
3S1W: The scrolls are an interesting idea but I haven’t used them in this level.
3S1E: The NE part of the room cannot be reached.
5S2E: Maybe a scroll explaining the behavior of the eyes could be useful. Also, with the portable crate I can take the flippers again, meaning that I can carry them in the following levels.
3S2E: This is my room. I realized you can kill the brain with the sword by standing on the SE arrow, I would like to fix that.
1S3E: The scrap shield seems very expensive, but maybe it’s because I already had the wooden shield.
5S1W: I think it’s intended, but after the tar roach is killed, cutting the tar produces regular tar babies.

Stats after clearing almost everything (could have traded some shovels/keys for HP and viceversa, as well as getting another blue key).
HP: 10024
ATK: 77
DEF: 67
GR: 478
REP: 1584
Short sword/ wooden shield/portable crate. Keys: 23/9/2/1/60


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There's just this one, just this rock.
-33th Skywatcher

[Last edited by Red-XIII at 09-02-2025 10:46 AM]
09-02-2025 at 10:42 AM
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PigmyWubba
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icon Re: Hold Anonymous 4 { Round 1 Fixing Phase } (+1)  
For my rooms in 2S 3E I would request that a water tile be placed at 11,6 so that symmetry is completed, I accidentally missed this when making the room, also the floor tiles above the bomb should be changed to properly show the blast radius since I made a mistake there.

For functional changes the yellow door and tunnel on the left should probably just be removed, since its free to go from one entrance to the other, I added the tunnel and door just in case level connectivity required it but it turns out to be wasted.

My other room seems fine, no notes from me.


There is a short sword in 5s2w that can be acquired really early on and trivializes the rest of the level, I suggest that crumbly walls be placed so that you can't access the main part of the room without the wooden sword also on the level. Other obstacles could also be added if it's still too easy too.

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790th Raft Complaint Clerk-
09-02-2025 at 12:15 PM
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Nuntar
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icon Re: Hold Anonymous 4 { Round 1 Fixing Phase } (+1)  
PigmyWubba wrote: There is a short sword in 5s2w that can be acquired really early on and trivializes the rest of the level, I suggest that crumbly walls be placed so that you can't access the main part of the room without the wooden sword also on the level. Other obstacles could also be added if it's still too easy too.
If this were done, to reach the wooden sword you still have to:
* Spend 25 GR and 170 health in 1S1E (as far as I can tell there is no other way to access 4S2E early on)
* Spend 5 yellow keys (probably doable, I was able to get 2/2 keys and there is a G -> 2Y trade in 3S2W)
* Fight 4 mud babies with barely above starting stats.

On the plus side, that would incentivise going for the scrap shield, but I'm not sure it's doable, and even if doable, may be too demanding for the first level. Also, the existence of the short sword, even if it's only reachable later, means that you can reach 68 ATK on this level, and given that a lot of rooms use default monsters, that means a lot of free stuff.

My recommendation would be to change the short sword into a wooden blade and remove the other wooden blade; the blue key is already a good reward for that puzzle (especially if all three blue keys are required to exit the level).

Access to the SE corner of 2S1E could be fixed by removing the wall at (4,12) in 2S2E.

I'll leave decisions about changing 3S3W until we've reached an agreement on what to do about the sword.

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50th Skywatcher
09-02-2025 at 01:50 PM
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icon Re: Hold Anonymous 4 { Round 1 Fixing Phase } (+1)  
I didn't want to flat out remove or replace the shortsword since that felt a little outside the spirit of the hold, I'm not 100% opposed to removing it but I think it should be a last resort if nothing else makes sense.

You're right that its strong for the level though, so it might end up being necessary. I don't like removing the wooden blade from the tarstuff switcher room though. maybe it could be downgraded to a custom blade with 20 attack instead of 30? with or without the crumbly wall suggestion.

Extra health could be provided if it ends up impossible or too hard without it too.



Unrelated to above discussion but what are we doing for backtracking between levels? Is it going to be allowed or are you blocking it off so its only one way? I have some ideas for a room in a future level that would work very poorly if you could backtrack, but obviously I just wont build that idea if you can so I don't mind either way.

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790th Raft Complaint Clerk-

[Last edited by PigmyWubba at 09-02-2025 02:10 PM]
09-02-2025 at 02:05 PM
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