I can't believe I missedf this at the time, what a tasty snack for a washout afternoon.
I think it would be cool for future Randomizer Jams to have each maps criteria listed in-game near their entry points. Sure, we should all be reading the READMEs — eventually — but it'd be nice to avoid alt-tabbing, and I think you don't really get the essence of the jam if you don't know what the mappers challenge is.
Based on how enjoyably the maps fit the criteria, Konig really delighted here. At first I thought the repeated illusory pattern was a bit of a cop-out but the way that motif was extended was really cool. Exhilerating combats in the final arena. My aesthetic snobbishness had qualms about the slightly cacophonous ornamental brushwork styles but in terms of how the environment worked with combat, it was surprisingly & extremely well-judged. Delightful. One big grievance, a very common anti-pattern: don't give people flavour text or instructions with the same trigger that surrounds them with angry enemies.
For me Koohoo + Soulsucker = Dwell 2 Abyss of the Troglodytes. The vibe translated just as well to Spootniks map, gorgeous dripping sickly hypnotic adrenaline euphoria vibe. Unremittingly cruel, an incredibly satisfying brutal challenge.
Riktois puzzles were great — very challenging. Not my favourite outing of Knave but there was some nice brushwork.
Rabbit did incredibly well in rising to the hyper-restrictive challenge of only 8 textures from CR8 set. Judiciously challenging combat, good ammo starvation near the start. Overall impecable industrial style exercise. Asks a lot of the players physical navigation skills, my knees hurt.
Greenwood: nice naturalistic crate work as ever — annoyed I couldn't find the secret in that room. I really enjoyed the zombies + ogres + vores cramped quarters exchange.