Here are some more demos for you:
The general concept is neat. Using citizens to toggle doors like that reminded me a bit of a level in Xindaris' First Hold that did something similar. Specifically there was a room with evil eyes in it and yellow doors that were toggled by citizens in a way that continually altered which tiles were safe.
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It's a neat idea and I can see a lot of potential for it. I really appreciate that the citizens are set up in such a way that it is always obvious what the pattern of the doors is going to be. Something like this really wouldn't work if I had to worry about not being sure of the room state a couple of turns later.
The Entrance: Appears to just be a demo of the main mechanic.
1E: I think you'll probably hear some complaints about this one. Stalwarts are notoriously fiddly to manipulate and I don't think I'd enjoy doing this one the way I think you intended it. Thankfully there are a whole bunch of alternate solutions. In addition to what Chaco mentioned (which I haven't tried), you can also easily push the stalwart onto the pressure plate that kills the eyes. It also should be possible to wake one of the eyes and still solve the room, since you can push the stalwart onto the water tile but his sword will get a chance to stab the eye before he dies. It's probably pretty simple to prevent that first alternate by putting a Beethro only tile (like a tunnel) between the trap door and pressure plate, though I kind of think that waking an eye then solving the room would make a cool challenge.
On a more structural note, the staff token on a force arrow and invisibility potion on a force arrow at the beginning of the room are somewhat hard to read. Having a bunch of things on the same tile can be difficult to parse correctly, so I'd encourage spreading those out. Force arrow - staff - force arrow -potion on four consecutive tiles should accomplish the same thing while being somewhat more readable to the player.
1N1E: This was my favorite room. It was hands down the room that felt the most like I could logically deduce how to proceed in. I got within one turn of clearing the room after passing through each tunnel only once before I realized that was not actually one of the restrictions. I feel like this one could have been made a bit stricter since it's pretty reasonable to figure out successful strategies.
1N: This room was pretty chaotic, but I suppose that's what you'd expect from a horde room. I didn't really bring a coherent strategy to this one, but mostly relied on trial-and-error. It's nice that this was fairly short and compact. I think water skipper nests work best when it's only a handful of them like in this room.
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Links to neat forum tools that I always have trouble finding:
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