Package uploaded and done! It should work (please tell me if something goes wrong), and it is public, so anyone can use it. _room.tpuz = 1 is the solved variable (_room.rtpuz = 1 is the reverse solved variable, for if you turn the whole thing red. Good for people who like secret areas maybe? Both can't be true at once, since changing it from full field red will turn off _room.rtpuz). I included a score sign object, the main purpose of which is to show all of the relevant moves/resets variables (minus _room.rtpuz), but could be used to show how well people did, and a reset button, since puzzles are frequently easier to solve from the start rather than from the finish. Have fun with it, and tell me how it works/doesn't work for you.
I am now working on balancing up the second floor. It seems like battles can either be finished up pretty easily or they can become very hard. For example, some battles against the Pyreskull and Mushghast have left me with tops a sixth of my life missing, whereas others have killed me. The golems do the same, since, although the little bugs don't do much damage, the bigger ones inflict kb, and if you attack someone who is using a jump attack, you take damage. This means that with the crowd of bugs, it can be hard to attack (although the time where I ended up with 5 subgolem clones on screen was entirely my fault. And also quite fatal, but, that happens). There seems to be a trick to golem fighting, which is to attack then move back repeatedly. Not quite sure how to balance this out.