Cool. Played through most of the rest of this. Demos are attached. There are two rooms that I'm still tinkering with but like so far and one room I fiddled with for a few minutes then noped. But on the whole this was fun.
Old business first: The new
Switching It Up: 3S was fun and interacts nicely with the swapping mechanic now.
Token Trouble:1E also appears to enforce what you want from it now.
New stuff:
Token Trouble
2N1E: has no checkpoints, though the rooms if fairly short and its a timer room so it's hard to say where they ought to go. Not sure if having a checkpoint on every token would be annoying for the folks still doing single undo.
2N2E: I skipped one of the horns and didn't use the dagger. It's probably fine to leave multiple solutions for this one though, I still enjoyed solving it the way I did.
1N1E: It's possible to kill the evil eyes before the lemming gets a chance to touch any of them. Not sure if this is worth a challenge (and could possibly be annoying to script).
3N and 4N: Looks like
3N is a primer for
4N These rooms are super cool by the way. When I got to
4N it was well past midnight so I didn't get a chance to finish it yet, but I really like the interactions here.
4N could use checkpoints. Also, the vision token is in a spot where no one trying to be efficient will ever step. It's not a huge deal since there's nothing really hidden under the tar, but it would be nice to move it to (14,25) maybe.
3N1W: My 1000+move demo is definitely far from efficient, but this room still felt on the longish side. Not sure what can be done about that though.
Destroy All Crumbly Walls
The title is apt I suppose. I destroyed all crumbly walls. Most of these were pretty straightforward and I don't have much to say about them other than I did the obvious tasks the room asked me to do. I will say that it was cool to see the raygun again in
1S1E.
1N1W was very nice as there were a few possible ways it could go and it was interesting to find the most efficient use of the kegs.
1N1E was also very nice (possibly my favorite on this level), though it looks like you provided a few more kegs than necessary. Red Herring? In
2E I ran into a weird scripting bug with the cut scene. If I clear the room, then reenter and don't blow up the bombs, I can get caught in an infinite cut scene (see demo) I can also get the cut scene to run me into a bomb and kill me.
Just Passing Through
This was a really neat horde room level. Scripted gimmick is self explanatory and well introduced. The difficulty was all over the place though.
1W and 2W: Feel almost trivial.
1W basically is. In
2W it is also not too hard to hit the conquer token last. Probably not worth making a challenge for it though.
1N1W: Also possible here to hit the token after killing all the monsters. Probably not worth a challenge still.
1N2W: Did the challenge. Also I appreciate the room layout being particularly convenient for setting up corner kills on the slayers.
2N1W: Fun room making use of the mechanic.
1N: Another room where you can hit the token last after all the monsters (well, except for the brain I guess).
2N: Wow, this one was much more challenging. I really enjoyed it. More difficult than most of the other rooms by a good bit, but still very approachable with the right tactics.
3N: Fun room. Challenge: only release 3 roach queens.
1E: Here's the room I fiddled about in for about 10 minutes then decided it wasn't worth the bother. Looks like I have to magically keep enough puffs alive to slow down the briar growth in just the right way? Maybe I'm missing a non-fiddly way to do this? I'm willing to believe there's a clever trick here that I just didn't see.
1N1E,
2E,
1S1E, and
1S2E These were all fun mid-range difficulty manipulation/horde rooms. Nothing much to say about them. It's probably possible to do
1N1E without taking all three potions, but doesn't seem like fun so I wouldn't bother with a challenge for that.
Magic Wand
This level was a bit of a mixed bag for me. Some rooms were a lot of fun, others not really the kinds of rooms I go for. Probably all just a matter of taste though. Again, the scripting is pretty self explanatory and I really appreciate the explanation/demo room in
1S.
1S1W: Solid golem manipulation room. It might be good to have a checkpoint in the western end of the room so that folks can save easily during the end stage of the room.
1S1E: I think I was meant to make a stepping stone maze in this one, but you can actually just kill the skippers directly in their starting nooks and solve the room that way.
2S1W: Briar flood rooms are always a bit fiddly and chaotic, and this was no exception. There are folks who like this sort of thing though, and this one was at least not super strict with the timing.
2S: Fun little horde room. The magic wand is a neat weapon to play with in straight up horde rooms like this.
2S1E: Sigh, the world already has more than enough "
blind fight"
time token rooms. This is basically a fairly easy exercise in tedium. The only "
difficulty"
the time token adds is that it makes information about where the monsters are going to be a bit more annoying to have access to. Meh. I guess some people like this kind of room, but it feels like a waste of potential for the time token. Either way, the time token should probably have a checkpoint under it.
3S1W: I've played around with a couple of different paths that almost work, but don't. Haven't solved it quite yet but am loving every minute of it. Really nice room.
3S: Another super cool room! I really enjoyed working out a solution for this one. Is it possible to do this one without setting off the fuse at all? I tried for a little bit, but couldn't get it easily.
3S1E: Fun little room that felt a bit like a lights out variant. I cheated a bit at the end, but I don't know if it's blocking since I basically had to follow the restriction for most of the room.
4S: Another really cool room. I like that there was a bit of leeway on the timer.
4S1W: Man, these wonky custom tile-sets can be hard to parse. I got stuck on this one for a while because I was certain that (17,14) and (19,14) were wall and not pit. Then I did a "
randomly flail about"
run and it basically solved itself. This one needs a checkpoint
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