e.g. We're told that the floor has an abjuration aura, but no other clues. That could mean anything from an alarm to extraplanar banishment. Having some clue as to what it actually does - maybe something placed in the environment nearby - would have encouraged players to be less cautious.
1) The theme feels inconsistent. I'm not sure what you were going for but having a consistent theme helps players figure out the sort of thing they should be looking for as the puzzle progresses. You had animals, then magic, then mechanical/electrical? I would normally try to maintain a consistent theme within a dungeon.
Yeah. Personally I try to avoid puzzles that depend on specific spells, and instead use exploration & environmental cues to present the needed information.
2) You could give more information with less details to start with. I guess some of this is from the format of the game (text based) but it left the players asking for more information to be able to make decision most of the time. Maybe consider more complete descriptions of the rooms as they enter them. Then give the details if they choose to investigate particular things.
Oh yeah. The invisible dragon problem, as I call it. Never assume that the players will ask about something you haven't described to them. As far as they know, if you haven't described it, then it doesn't exist.
@Joshua 3) It was obvious you had particular solutions in mind. At times it felt like the players were spit-balling ideas until they stumbled onto your solution. Things like suggesting they use "detect magic" felt a bit like you were pushing for a particular solution rather than being open to inventive players.
Overall these puzzles were pretty creative, and I think you're headed in the right direction in design. There was no "guess what I'm thinking or die" or dependence on specific out-of-game knowledge. You just need to work on presentation. Also you were naturally at a disadvantage here because we're using text chat.
What I would have done is say something like "The cave begins with a hallway leading directly east. On the north way is an open archway with another passage leading north. Opposite it you can see a smaller, heavily damaged door. At the far end of the hallway it appears to open out into a larger chamber, but it is too dark to make out details"
Truth is, I hadn't expected everybody in the party to have darkvision either. The spear trap was a complete paper tiger. They could have just walked right past it, but they accidentally set it off with mage hand.
@Joshua Sorry if I came across as overly critical. I did think it was an interesting and creative puzzle. Hence why I bothered to read the whole thing.
@Joshua Ah good. That was exactly the tone I was using and then I got worried that you might not be used to it. Again good to see you open to feedback.
@Joshua My issue there was that the way things were, exactly as they were, seemed a bit too absurd. I would have accepted them that way, I just needed the confirmation
The hardest problem with any puzzle design is that if you know the puzzle the solution is obvious and its hard to see what you haven't communicated well.
@linksassin I had one puzzle in a game that was based in a player's mind (we visited a psychic who took us there). It was a room that led two ways - both seemingly dead ends. One depicted "good", the other "evil".
Looking back, the evidence was all there. It was a dreamscape in one of the PC's minds; they were in control. The problem was that we got lost in the puzzle and forgot the setting.
I was actually the one that suggested "what if we just choose a room - good or evil?"