Kieran wanted to see my demo for 12:1S1W, so I'll break my usual custom and post demos first, then start to write up comments
This pack includes Levels 10, 11 and 12 with all challenges, but I haven't solved the L11 or L12 secret yet.
Level 10
Click here to view the secret text
×1N, 1N1E: Already solved when they were part of Level 5, so no new comments
1N1W: This looked like it was going to be really fiddly at first, but turned out to be quite simple.
1N2E: Tar-cutting while keeping a serpent alive, easy enough.
2E: This felt awesome, like I'm a magician and the long serpent is the trail of fire coming from my wand
1S2E: Strange room, I felt I just got lucky here. Could use more checkpoints.
1S1E: This was fun, and I didn't feel in danger of failure at any point.
1S: Getting two serpents to go north isn't much harder than getting one.
1W: Another fun room, although the timing was a bit tighter at points than I expected.
1S1W: Not too bad...
2S1W: ...but wow, this was
extremely tough. I had to work out the path for the serpent a long way in advance, and realise that part of it was only possible with a woken eye. Still, it was immensely satisfying to finally pull it off.
Level 11
Click here to view the secret text
×Entrance: Even this simple room took me a while to spot the trick
1W: Simple enough, good second room.
1S1W: Not too hard, good introduction to this series.
1S2W: This was weird. I didn't solve it on my first attempt; then when I came back, for a while I didn't spot the correct solution because it felt
too obvious and I felt sure that if it was correct, I would have already tried it. Not the fault of the room, anyhow
1S3W: Here, by contrast, I got it fairly quickly because I was looking for something counterintuitive that would turn out to be right.
2W: Simple and fun queen-pushing.
3W: An okay timer room, with enough leeway that it didn't feel frustrating.
1N3W: Excellent room. The setup is so simple that it feels uncanny when you can't spot a solution; then it was one of those where I got it by thinking about it while I was away from the compputer.
1N2W: Timing queen spawns, not much to this one.
1N1W: This was extremely difficult to puzzle out. At first it looked unapproachable; then I realised I needed to spawn enough roaches to fill the top box, but couldn't see how to do it. In the end I looked in the editor to read the challenge scroll, and just knowing that the challenge was possible helped me on the right path (though I actually solved the non-challenge first; I haven't included a non-challenge demo as I solved it in the editor).
Level 12
Click here to view the secret text
×1E: Somewhat fiddly, but the small area means there aren't many things available to try. Could use a checkpoint in the area with the orb.
1S1E: Simple introduction to multiple wraithwing aggression.
1S: This looked intimidating, but running round as fast as possible was enough to make it work.
1S1W: We discussed this a lot in chat. Looks very nasty at first, because brained wraithwings are so weird; but it turns out to be a pure linchpin room. It's a bit unfortunate that the serpent-shortening part behaves asymmetrically because of brain preferences, which haven't been taught in this hold; but I would say that's not a big flaw. Maybe add checkpoints at (10,5) and (31,13).
1W: Another nasty-looking one, but it wasn't too hard to find the correct killing spot.
1N1W: Efficient redirecting the wraithwing. Very fun room.
1N: A neat application of wraithwing aggression. I was worried this would be fiddly, but it all worked out.
1N1E: Got the linchpin quickly enough, and again, the implementation worked out without too much trouble.
I've also peeked ahead and completely solved Level 14, so I might have another batch of demos to post soon
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50th Skywatcher
[Last edited by Nuntar at 11-07-2018 11:13 PM]