I've had a look through, and it's an interesting hold. Some of the serpent and wraithwing manipulations are rather interesting and have been well made.
Some positives:
Cellar 1 1N 1E - I liked the way you needed to use room topology to save you from too many Roaches attacking from too many directions. The spawn rate of 22 Roaches/30 moves also made it hard gaining ground, although eventually chasing the queens off their Force Arrows lessened the problem.
Cellar 2 1N - When I saw the room, I began to think some really abstract thoughts about the room's solution (Probably caused by having designed puzzles like this recently) and tried for a few minutes to get the queen to go into the Snake chamber. I suddenly realised it was much simpler than that -
Click here to view the secret text
×use the Roaches, not the Queen, to kill the Serpent,
and was thoroughly upset by my overcomplication of the puzzle.
Cellar 2 1N 2E - I liked this room, for you had to manipulate Roahes, a serpent and cut holes in crumbly walls all at the same time.
The Pit (General) - The Wraithwing manipulation puzzles here were well thought out and created, although 1N could have been harder. i suggest removing all the trapdoors except for one thin strip in the centre of the area between the green door extensions just to force the player to get behind the green door faster.
Some Negatives:
Cellar 1 1E, 2E and 1N 1E - A minor thing, but I did find the misaligning passages between rooms to be a little annoying when travelling between rooms. I know it's part of the design, but I think the passages should be aligned with each other.
Cellar 2 2N 1E - I think the room should be modified as serpents seem to prefer going North to South, and I found it almost impossible to direct the Serpent correctly. I know this adds to the difficulty, but I don't think people are going to appreciate having to understand Serpent behaviour so well to be able to send it into the south-east corner of the room. I think moving the dead end to the northern corners will help/
Cellar 2 1S 1E - If you leave the room uncompleted from either the north or south exit, you cannot return as the serpents block your way in, and you need to restore to return to 1S 1E. It's only minor again, but a passage leading back to another room from these would be nice.
That's about it for now. I haven't completed every single room, but I may try later on. Thanks for the Anyone Edit - it made it much easier to playtest.
[Edited by agaricus5 on 01-04-2004 at 05:10 PM GMT]
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Resident Medic/Mycologist