These aren't my votes, I'm just posting mini-reviews.
Hollowkeep
This is a really fantastic start to a game! Love the graphics and humour and point-and-click system.
I wish that the end of the demo had more clearly been marked, though. I only realised that I had missed something when I read what BVG said about the door.
It's neat that there are lots of different actions, but it's also a tad annoying that the game basically encourages trying everything even tough most actions do nothing. In particular it felt weird to have two "look" commands, including the implicit look action when clicking on an object without an action. So I did a lot of clicking, which was admittedly fun because of the amusing responses. I suppose that as the game is more fleshed out I won't be trying every action on every item. Also, it would be nice if the mouse cursor changed to indicate which parts of the scenery are interactive, so you don't waste a lot of time clicking on rugs.
Also, the texts that appears when you die advance a bit too quickly for me to read.
Lab Rat
After quite a long time, I managed to solve the first 8 levels (not all in the same run) and gave up on the other 2.
This is a well put-together and novel game, and that it was made in just a few days is impressive. I think this is the hardest puzzle game I've ever played. Actually, while I did have fun, I think it's far too difficult and too frustrating.
At first this seems like a clever idea, but after playing for a while, it seems like a flawed puzzle game to me, because it's beyond my ability to solve the puzzles using logic. Instead I largely relied on trial-and-error positioning of pieces even when I tried my best to reason through the puzzles. In a number of cases I could deduce that pieces had to be placed in certain positions or some tiles had to be open, but this still tended to leave a huge number of possibilities to sift through by brute force. For example, I went back afterwards and resolved the first few levels, but they still took me a while to solve (as long as the first time) because I had to do a lot of guessing and apparently had learnt rather little. The reasons for this include that there isn't really a trick that needs to be discovered which gives you an "ah-ha" moment (a serious problem in itself: I would say I was surprised and relieved rather than pleased whenever I actually solved anything), and that frequently there doesn't seem to be such a thing as an almost-correct solution, especially for the more complicated levels: if you can collect all the items except for one, typically your solution is apparently still completely wrong and needs to be thrown out. That's because the solutions are typically very heavily interconnected: moving one piece will often break everything else in a way that's very hard to foresee, especially in later levels. That's unlike other puzzle games, where the difficulty also comes from interconnections, but they aren't so severe, and they happen in easily understood ways: once you pull this lever, that areas becomes inaccessible, so you need to collect that crate first, etc. I know that there are 2 solutions for the first level, but I feel like many of the levels don't have more than one.
But almost-correct solutions do still exist, sometimes at least, so you can get close and then fiddle around with placement to try to get it to work. Unfortunately, in later levels where you have 4-5 pieces, the inability to pick up the earlier pieces you placed except in the same order as you placed them becomes a hugely annoying hinderance. Being able to rotate and drag around pieces already on the board directly is also badly needed.
It might be that I'm not picking up the concepts I need to to solve puzzles the right way, and just need more practice. Certainly, there are little things I did notice over time, like zigzag passageways working well, but it didn't seem that the first levels well actually meant to teach you anything, they were just a bit easier than the others. Turning left on hitting a wall is simple to describe, but complicated to reason about, so it took me a while to learn to make predictions without carefully following the path.
It would be nice if your progress was saved (yes, it doesn't actually mean anything), because twice I clicked on the wrong level, and when I pressed ESC to exit the level the game reset, forgetting which ones I had solved. Only later did I find out you can press back to go back (which is cnfusing because it's a separate function to the main one), but that caused a lot of weird stuff to happen, like some slices weren't freed.
Of course, this game has a smattering of bugs, most of them seemingly related to finishing or leaving one level and then entering the next, such as a double fade-in when starting a level, and the black screens when going back from the Help and Edit screens. Several times, I spent such a long time trying to solve levels it that I got the script error: create NPC: trying to create NPC ID 11 failed: too many NPCs exist. (in loadpieces). There's a limit of 300 NPC instances on the map.
I'm pleased to say that found a solution to level 8 using just 2 out of the 4 blocks:
Did you actually provide extra unnecessary blocks for any of the levels, beyond the pieces you used in the solutions you had? And how did you design these levels? Maybe you need to be more careful to design puzzles so that they can be solved with intuition and logic, so that the player can work out what all the 'pieces' of the solution are (not just one or two of them), e.g. the mouse needs to go through this passage upwards, and bounce south off a block there... A different set of levels could probably overcome my complaints above. I suspect that making the levels more complicated, so that the mouse is actually more constrained, could also help. For example if there were tiles that could only be passed in one direction. Another big thing would be to make collecting all the cheese unnecessary, as you originally described. That has the benefit of there being far more possible solutions for every level.
I hope that wasn't too negative.
BTW, looking through your scripts: it's not necessary to put "break" at the end of a case block as it is in C. (The default is to break; you can also use "continue" to jump to the next case block)
Return (Haven't played yet)
I suggest you package your game using the Distribute Game menu rather than manually. You can always add additional files (the .hss and the gfx/ folder) to the zip afterwards. Notice that your Windows download is far larger than the Mac one: it's because you're including the complete OHR installer, which includes Vikings of Midgard, rather than just game.exe!