Thanks, Matt. Here are my thought processes for creating this level:
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×Entrance: I just randomly placed stuff down. I will probably do that for each entrance room on each level...although maybe one will have spiders...heh, heh...
1N: this is the first room I made. I had said in the challenges forum that I would like to see a room with a block of brains and the way you carve your way through them is important to the puzzle. Then I thought, hmmm, I don't remember ever seeing Wraithwings in a puzzle with brains. So I combined them. I actually think it works out better this way. Yeah, they're easy to kill initially, but getting the last one can be tricky, or impossible if you've been indiscriminately carving the brains up.
1E: this was the next room...also based off an idea I posted on--a room where you are forced to keep a snake alive in order to stay alive yourself. I agree that the room could be tightened up a bit, and perhaps reworked to have a brain added to make the tar babies tougher. The tar mother in the top was there to make it so you had to open the door to release the snake at the right time, but it didn't work out so well, I guess. And that trapdoor maze, where you have to make sure not to trap the snake, should probably be a level all on its own.
1W: again, this room was based on the discussions we had about the way brains interact with invisibility potions. As I mentioned in the bugs forum, I wanted there to be roach queens in the far corner, and I wanted them to be continuously making roaches so that you had to make your way through a brain maze in order to kill them off and survive (otherwise there would be too many roaches to fight off). But since queens don't spawn when you are invisible...that didn't work! Replacing them with snakes might work, but on the other hand they move regardless of Beethro's invisibility, so it might be tricky.
1S: originally, this was just going to be the exit. But then I decided that if I added some tar mothers here and here, it looked kind of like a face, so I made a little puzzle. Yeah, it's pretty easy...if you are cautious and/or prepare ahead of time. I actually beat it very quickly when I designed it, then when recording a demo I started making lots of stupid mistakes, then I calmed down and did it very systematically and it was easy again. So this would be an early, relatively easy room in the final dungeon.
I think I will release rooms in short bursts like this, to try out my ideas and get feedback, before expanding upon them in a full-blown dungeon. I definitely like trying out new ways of solving old puzzles.
Thanks for the feedback!
Game on,
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"
He who is certain he knows the ending of things when he is only beginning them is either extremely wise or extremely foolish; no matter which is true, he is certainly an
unhappy man, for he has put a knife in the heart of wonder."
-- Tad Williams