All in all, another fantastic year and I would certainly echo a lot of sentiments on this thread.
Zephyr:
Room 1 (circuit build) (A): Thought this was a great warm up puzzle that required teamwork but you could easily interact with each other. Did not like the timed damage. Prefer damage be tied to action or final push.
Room 2 (long pipes) (C): This one was a cool design but flawed execution. We went through 3 times and all three times lost time due to the balls getting stuck either at the start of the path or exiting one of the pillars. That plus the latex allergy issue made this one more trouble than it was worth. Loved that the NPC/DM from room 1 followed us to room 2.
Room 3 (Air Elemental) (
: Hated to see the Hawk-kin go, but cool effect. Good combat. Lackluster ambiance (only a highly unnoticed fan to represent the monster).
Room 4 (Orb) (A): Loved both puzzle and combat side of this. The force fields were appropriately frustrating for the combat. The moving ball was awesome on the puzzle side.
Room 5 (Switch Puzzle) (D): Group was clueless on this. If there were any useful clues to solve, they went unnoticed. Seemed like brute force that just didn't happen.
Room 5 (Golem) (A): Great animatronic. Solid combat.
Room 6 (Small Pipes) (D): Went through 3 runs and every time we ran out of hoses before it was solved. No real clues and between the noise of the vacuum and the tall prop, it was nearly impossible to hear / see what each other were doing. The 20 second holds just exacerbated the issues.
Room 7 (Wyvern/Controls) (A+): We lucked into great DMs for this. Loved the puzzle / combat interaction. Loved the energy of the one DM.
Talk about hit and miss. Very uneven experience.
Overall score for Zephyr: B
Viper:
Room 1 (columns) (A): Solid puzzle. Nice warm-up. Hated the timed damage.
Room 2 (snake guardians) (A): Solid combat. Nice tease of potential combat avoidance and cool statues.
Room 3 (eggs) (A-): Loved the effect and it was a doable puzzle. Unfortunately, by Saturday the magnets were ridiculously touchy.
Room 4 (floor puzzle) (
: Now that I've heard the solution, it makes sense. There were not enough clues available to make this once click.
Room 4 (skeleton generator) (A): Fantastic set up. Loved that you had to take out the sarcophagus first to prevail. The skeleton actors were awesome.
Room 5 (Sand puzzle) (A+): Awesome effect. Great doable puzzle and the damage aspect was very much thematic to the dungeon.
Room 6 (Medusa) (A): Solid combat. Agree that provisions for reversal should exist to reduce the number of permadeaths. The actors were awesome.
Room 7 (Plate/Snake puzzle) (A): Love that the clues were scattered across the dungeon, but that a second but very doable puzzle finished it off.
Room 7 (Vipron / Drow / Priestess) (A+): Great effects and approach. Solid combat. Based on this thread, some softening for lesser equipped parties was probably required.
Overall score for Viper: A
Additional comments:
- Epilogue rooms were a definite improvement over last year.
- Honor system XP has some issues. Would it be possible to have different code sheets for different difficulties?
- Traffic flow in and out of Hall A had some issues. Perhaps have the edge door that is GenCon monitored as the In (with the signage). Skip a door and have the one leaving people would reach first be the exit with an "Exit Only" sign on the outside of the hall?
- Echo the need for the back side of the bard and druid boards to have the symbols without the names. Something like this for the cleric would be helpful too.
- Agree wholeheartedly that if a player can show the physical ticket, the slot should not be resold without the player's consent.
- Hated having to sign the waiver for every single run. Not so much for the hassle as for the obscene waste of paper. I would much rather see this incorporated somehow with the GenCon website when purchasing tickets that require a waiver or at least somehow good for all runs.
- Lighting was a huge problem in the training rooms, and the new yellow lights (some of which weren't very bright at all) made this situation even worse. Lighting in the coaching rooms was hit and miss. I seemed to be in my own light less than I remember from last year, but it was still dark in spots.
- Sound bleed - I could hear the first room GLaDOS all the way in the Viper coaching rooms.
- Wall clues, particularly on the Zephyr side seemed much sparser than in years past and made some puzzles more difficult as a result. When I first started playing (oddly enough when the Medusa last appeared), there were a lot more clues lying around of things to expect further in. The flavor text was one of the things I really enjoyed but sadly don't really see any more.
I'm sure I've forgotten things I wanted to mention, and I'll post when they come to me.