So... now I have played through most of the hold, and I also have to beg for mercy and for help.
How the hell do the guard work? How do you lure him to the serpents in 2N? I wouldnīt have a chance to complete the room even if there was only one serpent...
Also I have some criticism (hopefully constructive). Iīm sorry, but I do think that you tend to overdo it. Like the spider/decoy room. It wasnīt fun at all. Not because the idea is bad, but because 30 doecoyplacements and the mapping of 30 spiders is just too much! Make it five spiders instead. Teh player would still have to seak them out, and the room would be fun.
1W is pretty enjoyable, but man... thatīs a lot of tar and mud to eliminate.
The entrance is nice, but... but thatīs a lot of guards to kill. Exchange some of them for roaches (or whatever). It would still look nice on the screen
I liked 1E, but wouldnīt it be exactly the same kind of puzzle if you removed some golems and lots of goblins?
1N1E is another example. Great idea, but do you really have to force me to
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×lure the slayer to kill sixteen areas with seeps? I mean... four would be enough to get the idea and enjoy the puzzle.
2N1E was nice. Nothing to complain about there
2N1W: sure, I can do it, but why so many trapdoors. Itīs not hard, but it takes time! Also... why do you have so many mimic potions
Out of four I needed two.
One of the nicest puzzles was 1N and I enjoyed the secret rooms, although I have to ask
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×is it intentional that you just have to make Halph open the first two doors and then just stand and wait? If not I suppose itīs good for you to know that this is possible. Quite easy.
Oh, and I also must compliment you. Most of the rooms look very nice. They are beutifull.