Thanks for taking a look, bbb! As usual, of course, I'd probably need to see your demos to know for sure what you broke/didn't, how/how to fix, and whether it's already
fixed by now. I'll try and respond more specifically to your comments.
×FD:
Entrance: The player can't leave except to the south (thanks to a cutscene), so a conquer token hardly seems necessary. While you
can solve it with random movements, I wouldn't say "
should"
.
2S2W: Again, I'd need a demo to see for sure.
CB:
1N1W: I can almost guarantee I've fixed this. Try again or I could at least see your demo to check, though.
2N1E+1N1E: Maybe you found the same leaks as Aquator, and it's been fixed?
FE:
2N: I don't guarantee that you can find a solution to this one through careful analysis anyway, but it should be quite doable by just trying things to see what works, IMO.
2N2E: This is intended to feel like a combat room where the player is the "
shield"
rather than the "
sword"
. I wouldn't exactly call it guesswork, but again, I'm perfectly happy with not knowing exactly what to do until you try here.
3N: Probably fixed now? I had some bad "
solution tunnel vision"
when I built this, or else meant to put in some force arrows and just plain forgot.
2N1W: Sure, space-wise at least it's mostly a big, showy "
timer"
. I thought showing off the stalwarts fighting a few monsters half-competently couldn't hurt too much.
1N1W: My solution does not leave the roach alive and isn't really guesswork either.
2N1E: I don't think it's realistic to look at this room and expect to know precisely what the stalwart will do in it, sure. But I wouldn't really call it guesswork either? In my opinion it's about setting up the mirrors to protect the stalwart from getting surrounded early on, and understanding that is basically enough to successfully solve the room. Again, this one kind of "
half-cinematic"
, with the feeling that the Negotiatior is setting everything up so the stalwart can succeed, which he would never have done without her unseen help.
ML:
1N1E: It's a reference to the song "
Jenny"
. You know, the one with the phone number everyone knows about?
2S1W: That's fine by me; I'd consider that "
being given more tools than you absolutely need"
. I suspect optimizers will want to keep them both around for most of the room, at any rate.
1E: Neat, although they don't exactly move anyway even while alive
2S1E: That sounds impossible--you can't place a time token anywhere except the firetraps, and then the recording clone is stuck in the hot tiles until the green door opens. I'd have to see a demo.
CS:
1W: I'll consider that secret room idea, although I may not be able to solve it myself x_x At least
this leak I managed to anticipate ahead of time.
3W: I don't consider this magical, just a different kind of combat room: Fighting against the stalwart's natural, stupid inclination to get himself stuck. To me at least, "
magical"
would mean that there's no clear reason for why you make the moves you do, but in my opinion it's quite clear what your goals are and what you need to do to achieve them (block his path with mimics/their swords) at every step along the way.
1N1W: It does feel like a bit of a juggling act, I'll admit, but at least the thing you're luring around only moves once every five turns?