Demos for Levels 1-6 attached. Comments:
×This is a really awesome hold, and will probably end up on my list of top favourites along with classics like
Simon's Dungeon and
Pickle Cellar. It's really impressive how you manage to keep coming up with clever tricks, linchpins and misdirections with such a limited selection of elements.
Level 1
1N: Right from the start, some tricky linchpin-hunting when this room looked like I had to enter from the north but couldn't get there, so I had to check whether I'd missed something in this room or another room. Nice trick
3N1W: We're doing movement order already? Probably a good idea, since later levels will need it, but this is one more reason why I would
not recommend playing the hold in AE. Still, this is a good room, since the manipulation to get the roaches in line isn't trivial but can be worked out logically.
3N1E: Extremely devious! This was the last room I solved and looked impossible for a long time, because it makes you feel you are on a railroad and every move is forced, and it's not easy to spot the one place you can break the sequence.
Levels 2 and 3
It's a while since I played this, so nothing especially stands out at the moment. I don't agree with bbb about Level 3's challenge; this was a tough room, but the challenge is especially tough and requires a nice linchpin --
Click here to view the secret text
×that the final run around the queen to let her out should be anticlockwise, i.e. driving the queen north first, which is highly counterintuitive when there is so little space to work with.
Level 4
2E: This is where I dead-ended on my first play session. An awesome puzzle with much more depth than you would expect, given the limited elements and tiny playing area.
3E: In spite of your reply to bbb, all entrances are still possible.
1N2E: This is a nicely constructed roach maze because it centres around one linchpin: that you can't get a roach back around the NW corner if you follow what looks like the most natural sequence, filling both SW force arrows first. Everything fell into place when I took it step by step and looked at what choices I actually had.
4E: This looked scary but wasn't difficult at all. Please put a checkpoint just before the trapdoor area.
1S3E: This looked absolutely horrifying, but was easily handled with a good strategy, namely looking for arrows going against the overall flow (and there are not many of these) and handling these one at a time.
1S2E: Very nice. The lack of force arrows at the room "
exit"
made the idea of starting from that side leap out, but it still wasn't trivial to manipulate both roaches at once.
Level 5
1N: This room really wasn't bad, not sure why you are considering replacing it? The solution only really requires the player to think about the 5-turn rule, not the N-E-S-W rule, and this rule is required for other rooms so it's good to get a simple starter room to help the player learn it.
1N1W: This, on the other hand, would probably be too difficult for new players, from memories of how much I struggled "
pushing"
an adder east in
Dan's Dungeon. Then again, even though the hold introduces one element at a time and has a mini-tutorial on serpent rules, I don't think any part of it is really aimed at new players
2S2W: This was a really good secret -- it builds on the previous room in a very satisfying way, subverting expectations from the main linchpin of the previous room, and is still not trivial even when you've worked out its trick.
1E: A bit weird. I mostly lucked out in terms of getting the long serpent to go where I wanted it.
1S: A very nice room that looked impossible for a long time. I like the way that all four serpents are handled differently despite the fake symmetry.
1S1W: For some reason this had me stuck for ages; I didn't think of striking the orb again as soon as the serpent is through the doors to give myself more time. Once I did realise that linchpin, the solution was immediate; the extra floor tile isn't necessary and doesn't seem to help at all.
Level 6
Overall, this was a bit easier than 5, though I can see it would be tricky if the player isn't used to brained snakes and queens.
1S1W: A bit messy, I just tried it a few times and got lucky rather than formulating a real strategy.
1S1E: I had no idea what to do here until I noticed that I was slowly gaining on the queen, so I just kept it up until I got her.