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Yeah, I meant the two-coloured trapdoors. Not entirely sure about that mechanic, but I feel like there's no way for those to be entirely intuitive.
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17 is solvable without using the switch/door by using the exact same technique as 14, I think this probably wasn't intentional:
Added a level before V, because you're totally right about that. Hope this one is a decent preparation.
Changed VII (now VIII) so you now see the gimmick in action. I'm not sure about this change, though. I did it because, as you said, the trick is kind of random, but I guess just giving it away might trivialize the puzzle? (I'm not really sure about that level at all, anyway. I don't think any other level uses that trick, so maybe I should just remove it altogether)
FWIW I like Level 6 ("Dimensional Gates") because it utilizes every single door rule. You have to organize the pieces so that you have one piece left over to fill in the hole, and it's really satisfying to use every piece to solve a puzzle (unless you didn't understand how you solved it).
I really liked the fixed Level 9 ("Game of Marbles" ). It was hard and I had to rewind a bunch it to figure out all the steps but I still felt accomplished when I beat it.
There's one thing that seems counter intuitive to me: omni-trapdoors stay in place if there is a block on them in the universe that the player is not in. How is that block keeping the trapdoor open? It's all backwards! It seems like the most logical rule for an omni-trapdoor would be that it will only collapse if it has something on it in both universes.