That's a good point -- if two rooms have Challenge completed commands with the same name, the game will treat them as the same challenge. TCB uses this deliberately for the five Slayers room, where you can get the challenge either in The Naming Office or in The Undercity, but here that's not what you want.
×Rattlesnake combat is fun. It's chaotic and unpredictable without being too messy, and they have a tendency to get stuck and make things easier for you.
Level 61 2N: Surprisingly tough, since you have to fully clear the mud before going for the queens (unlike 1N). Getting the snakes stuck in good positions to block off roaches from one side helps a lot. You could change it to trapdoors and red doors like in 1N, but if you do, certainly add a challenge for clearing the mud before killing any queens, because it was very satisfying to pull off.
Level 63: Since 1S and 1E are the same except for the type of potion, having a "
don't take the potion"
challenge in both rooms is redundant. As I just explained, you could have a challenge shared between the two rooms, or just remove it from one.
I don't get what "
Holy Diver"
means or how it relates to the room.
Level 64: Rattlesnakes on trapdoors are a very interesting challenge that doesn't come up very often.
Level 65 1S needs more checkpoints. Suggested positions: (5,14), (5,21), (17,21), (17,30), (17,6) and (28,17).
Level 65 1S1E: Fill in (9,19) to (10,25) with wall.
Level 67 Entrance goes on for too long. I suggest removing some of the wall shapes -- maybe remove the top five and fill in the top part of the room with wall?
Level 67 1S1W is very interesting. I didn't use the orb at all -- is that intended?
Level 67 2S is a very nice and surprisingly tricky trapdoor puzzle
Level 67 3S1E needs a couple of checkpoints inside the wall circle.
Level 69 1N1E is very funny. The Slayer and I passed each other in the corridor, and then I had loads of time to kill the snake while he went all the way to the end of the corridor for nothing
Level 69 1S should have more checkpoints, maybe one near each corner?
In general, I did not enjoy Level 69 much -- too chaotic and hard to work out good strategies. Goblins on orthosquares are never fun. 1S1E was very daunting at first, although once I got off to a good start, it wasn't too bad to finish. Still, it took a long time, and I wouldn't complain if you reduced the numbers a bit.
On the plus side, I'm grateful that the rooms on this level have rounded corners to allow the Slayer corner-kill
Level 69 1S1W: Challenge name should have a small w.
The challenge is much easier than the non-challenge
It took me a while to spot it, but all you have to do is wait in the entrance, let the goblins come to you, and swing back and forth until only one is left, then go and kill it against a wall -- and as long as you stay next to the entrance, the Slayer will never appear. The non-challenge is really tedious because it comes down to peeling goblins away one at a time and leading them back to the entrance (at least, that's the only reliable killing spot I found, although the Slayer can sometimes help). I would definitely suggest reducing the numbers here.
Level 70: Good fun. Again I appreciated that you allowed killing the Slayer in several rooms. (In any case, rattlesnakes are good at keeping him off your back.)
Level 71 is good, no suggestions.
Level 72 Entrance: Did not enjoy this. I placed the decoy to keep the roaches from the NE queens away while I killed the other queens -- no problem so far. But then to get to the NE queens to kill them, I had to drag roaches away from the pile-up -- the problem being that the Slayer kept interfering and once I'd gotten away from him, the pile-up had built up again. It took me almost 1000 moves to beat this. And then it was very fiddly to get him to open the exit door -- the Slayer is coded to try to open a door if you close one on him, and you've taken advantage of this by having (34,8) open the exit as well, but the problem is that when you're in the "
airlock"
, you can't get far enough away from the Slayer to avoid trigger his short-range combat mode.
I'm not sure what could be changed. I totally appreciate that, while you let me kill the Slayer earlier, at some point you want to test the player with a horde room + Slayer where they can't take the easy option. (I did this in
Bubble Wrap as well.) Maybe just move the (36,13) orb a bit further south to help with the final airlock?
Level 72 1E: Going to be honest here, I hated this. I don't know if I missed something else I was meant to do, but what I did was:
* First, get the Slayer onto the door, and without any wisp tiles west of the door, so I could strike the orb without trapping him. Even this part was incredibly fiddly, given the tiny space you have.
* Then get the Slayer to move east so I had time to grab the decoy potion. This pretty much amounts to a magic move sequence, and I felt I had tried every possible combination of moves by the time something worked.
* Cleaning up the eyes was relatively simple.
* Finally, another Slayer airlock -- this one was even harder to get the Slayer to strike the orb! I finally got it by flailing around until something worked, but I have no idea how and I couldn't reproduce what I did.
I don't know what to suggest. I think this room needs serious reworking. Maybe I'll come back to it when I'm less tired, or maybe you can work on it on your own.
Level 72 1S1E: This wasn't as bad. I got most of the goblins stuck on the decoy and peeled them away one by one. The Slayer helped a bit with killing them. The airlock in this room is much friendlier because you have enough space to avoid the Slayer going into short-range defence mode.
Level 72 1S: Finally, a fun room on this level! I positioned the Slayer to make a dead end with the walls, and the snakes kept walking across the wisp and resetting it, so he stayed put as long as I needed.