Other things have distracted me from all DROD for the last few weeks or so, not counting Alphabet Streams. So this has been going significantly slower than it has any right to. Ah well.
UPDATE:
-Added more checkpoints to 1N. My reasoning for the placement of checkpoints in all other rooms is that usually a player will "
come up with an approach"
for the room and try it out wholesale, and the approach basically works or doesn't; the room is so brief that restarting it from the point where the puzzle actually starts shouldn't be that big of a deal. And I don't want people who want to just start back from the start to have to push R several times to just get back there and maybe accidentally jump back to the room entryway. For 1N there's an argument for it being long and multi-part enough to need more checkpoints, so I just scattered them all over the place. The other exception might be 2N but there are a couple more checkpoints in that room already.
-Made the timer in 2N1W strict (at least to my solution). It's not a very hard room so upping the timer requirement a bit makes this another room where you need to get the max possible combo to win.
I am planning to put this up for HA this weekend, barring any objections to these changes or anyone noticing something else horribly wrong. So please get any further comments in soon.
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109th Skywatcher
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