Room comments:
I had mostly fun with the few rooms, although the blue door didn't ever open.
1S: Nice 'efficiency' puzzle. Especially because of the scroll
1S1W: As I said, I was too stupid to plan ahead and had to play half of the level twice. I don't know if others will appreciate that kind of puzzles, but I don't really like them. Pretty straightforward room otherwise.
1W: Apparently trivial solution:
You can use the decoy near the NE corner to blow the bomb at the bottom and complete the room from the SW entrance. It seems to me that it should've been done from the SE...
1E: Kind of neat puzzle, but the room design makes it somewhat obvious. Again, it's possible to clear the room on the first time through it. Does the orb near the top have a purpose?
1S1E: I didn't get the serpent/mimic thing. How am I supposed to save him? (Referring to speech in 1S1E)
1S2E: I didn't get the point of this room either. It's just one boring tar maze. Enough about that...
2S1E: Tricky room, but leading the mimic through the trapdoors requires too much trial and error IMO. The decoy placement wasn't too easy either, but at least there was a logical solution to it.
2S: Pheow! Fortunately I planned ahead this time. Slightly trivial solution to the first part: You don't have to be quick. Just leave one goblin behind. I liked the wraithwing trick in the second part too.
Question: Should there be a room at 1S2W? There's an obvious place for a couple of missing tunnels in 1S1W.