Just played through this. Demos are attached. It was a lot of fun. I enjoyed most rooms, the only exceptions being the few in which I had to guess some special property of the scripted element. I suppose I could have gone into the editor to check the scripting, but a scroll or two mentioning the properties of these elements would be very welcome. I had to use F3 for most of the hold since it's somewhat hard to trace diagonal paths over pits. There's not much that can be done about that though, and it was only a minor inconvenience. The aesthetics and text were fun and fit together nicely. I liked the way a lot of the rooms looked like they were crumbling due to explosions wrecking the room previously (2N2E) being a good example. Also, as a general note, it's good to remember that fegundos can set off checkpoints (well, regular ones at least), so you may want to consider putting some checkpoints around spots where fegundos would achieve an important room benchmark in some cases. I'm always rotten at checkpoint placement, but thought I'd mention it.
The Entrance: Pretty straightforward. So far the fire behaves mostly like a fire trap so it's easy to understand.
1W: I feel like this room is supposed to be a tutorial of sorts, but doesn't actually explain anything and instead just plops a ton of interactions on the screen in such a way that it's easy for the player to come away missing one or two of them. I ended up having to figure out some of the things that I think I was supposed to figure out here much later on.
1N: Mostly better than 1W since there were fewer things going on. I can see from this that stabbing a red barrel makes a fire. Strangely enough a keg exploding a red barrel won't make a fire until the turn after. Turn order shenanigans I suppose. At least I'll probably remember that exploding a barrel will also make a fire.
1N1W: Didn't really have a clue how these things work. This was the room that I had to spend a bunch of time in just guessing at what the scripting was. It would probably have been a fun room if not for that fact. I remember seeing a scroll much later on that explained some of the things I had to figure out here, maybe move it to this room? Also, possible challenge: don't use all the fegundos.
1N2W: Somehow forgot about this one until the end. appropriately easy for one of the first few rooms. I guess by the time I got to this one I already had figured out how most of the mechanics work.
2N1W: Didn't use the power token here. Not sure if it is supposed to be a red herring. Still was a fun room. By this point I had mostly worked out what was going on with the new elements.
2N2W: Strangely seemed much simpler than the rooms that proceeded it. I guess the hold is in an open format at this point though so I should expect a bit of variation in difficulty.
2N3W: Fun room. finding an ideal way to set up the fegundo each time wasn't too difficult, but was still enjoyable. Here's the scroll I was thinking of. It would be nice to see more like this early on so that all the varied mechanics are easier to conceptualize and remember.
3N2W: Seems like it's only possible to use the fire for the the first fegundo. It was somewhat tricky to offset the remaining three, but not too bad.
3N1W: Nice little room. I had fun with this one. Much easier to handle 2 fegundos at a time than 3. Not sure if you care or not, but the power tokens are different distances from the respective entries so anyone planning to optimize the room will always come in from the west entrance. Might be nice to even it out.
2N: This felt fairly trivial compared to a lot of the other rooms around it.
2N1E: This one was pretty tricky mostly because I hadn't seen much of the red barrels and didn't remember everything about how they work. I guess maybe 2N was a bit of a reminder. It was a neat room though. I liked it. Looks like the mimic has to either go on (12,7) or (9,7) but both are functionally equivalent.
1N1E: I always enjoy rooms like this that ask you to design a structure ahead of time. Tried to see if this could be done with two barrels but wasn't able to do it.
1E: This one was tricky. Had no idea what I was supposed to do for the longest time, then accidentally stumbled onto the fact that fire don't fall into pits for whatever reason. I kind of wish this was mentioned somewhere, would have made the room a much more satisfying experience.
2E: This one also felt somewhat easier than the average room. Still was quite fun.
1N2E: Nice. A snake timing room. The snake timing isn't too tricky, but feels about right for the general difficulty level you seem to be going for.
2N2E: Very nice minimalist room. One of my favorites. It's exactly what it needs to be to get the puzzle across without any extra details or "
gochas"
. Very nice room.
3N1E: This one took me a while to get through, but was a pretty fun room on the whole. One thing that felt a little tedious was the fact that the shape of the bridge at (11,9) or so makes the tar blob want to form tar babies that make it impossible to get out of the tunnel unless you wait a few extra spawn cycles. The spawn per turn is pretty low, so waiting a few more cycles feels a bit more like busy work than a real challenge in any way. It might be nice to either narrow that bridge to 2 wide for the whole duration, or extend it to 3 wide. Doesn't really functionally change the room but makes it feel like I have to wait around for less.
3N: Super cool that you included all these explanations.
____________________________
Links to neat forum tools that I always have trouble finding:
Click here to view the secret text