Neat hold so far. I've attached some demos you can take a look at. There are unintended things you can do in each room (mostly, killing the slayer), but some of these are not so bad. The slayer appears in all these rooms, but only appears to serve a real purpose in the final room. There are several fairly well known methods for killing slayers these days so I just used those to avoid having him pester me. There is also a real scarcity of checkpoints. I'd recommend adding some to each room in locations that you are pretty sure the player can walk past when solving the room optimally, but can skip if they want to.
1W: This was probably my favorite room. I'm not usually a fan of tight timers, but in this case I like how you could logically reason out exactly what you needed to do in order to trap the queen at (8,8) and that there was a separate trick that you can also logically reason out in order to get the tar mother in time.
It is possible to solve the room by trapping the queen elsewhere then manipulating her to (8,8) afterwards for the kill (I recorded both solutions as separate demos). You can probably prevent this by including more force arrows trapping the queen in other parts of the room, but would need to ditch the slayer as well since the slayer can be manipulated to stab the queen in these areas. the slayer doesn't add too much to the room since he can both be killed and since the first solution requires fairly precise movements for which the slayer isn't really an issue.
I'd recommend adding checkpoints around the two tunnels, and probably in row 8 somewhere.
1S1W: A fairly standard horde room. Some people enjoy being pestered constantly by the slayer while you try to solve a room, but many of us don't, so it's nice that you can just dispose of him. I like the snake mechanism used to make sure the player has to survive a few waves. It did go on for a tiny bit longer than I would have liked, but that kind of thing is subjective. Checkpoints around the snake stabbing areas (say, (11,6) and (15,13) would be greatly appreciated.
1S2W: Really nice multi-mimic puzzle. I enjoyed working on this, but it's not too hard to do the two mimics separately just by leaving the spear mimic towards the southern end of the room. Still, to optimize the room players will probably have to coordinate them. I like that the pickax mimic and his mirror can both go on either plate adding some flexibility to the room.
As it is, players who play this room can get a trivial #1 score just by exiting since there are no monsters or anything. This will make it so that the room automatically doesn't record high scores on the high score table, which is a shame. I'd encourage you to put a conquer token in the room at (31,4) on the last yellow door. That way the player can't just place a mimic on it and must step on it to exit the room to the north and the high score should actually reflect the most efficient solution.
I would also recommend using trapdoors instead of force arrows on the two weapon tokens, as the weapon tokens are pretty hard to read with arrows on top of them. This could also use a checkpoint or two in less out-of-the-way spots. Say maybe (22,11) and maybe one in each of the mimic areas.
2W: This was a fairly straightforward slayer manipulation room. There are some fairly common techniques for slayer manipulation that you can use to get him on the pressure plate without needing either the spear or time token. You need the time token for the second plate though naturally. I suspect you intended for me to use both time clones to manipulate the slayer, possible with the use of the spear to stab him. I'm not sure if there's any way to enforce that though unfortunately. This is also a room that would need a conquer token or at least one enemy to avoid players getting a trivial #1 score.
All in all this was an nice set of rooms though. Especially the first and third room. I'm definitely looking forward to seeing more architecture from you!
____________________________
Links to neat forum tools that I always have trouble finding:
Click here to view the secret text
[Last edited by Insoluble at 01-04-2019 04:58 AM]