I've played the original DROD and JTRH and enjoyed TCB. The new elements are great additions to the game, my main issue with them is that all the various floor tiles are getting hard to distinguish now and it's caused me a lot of confusion while trying to solve rooms.
There were many good rooms but here are some that stood out to me:
Aumtlich/mirror rooms - These were clever and trapping the aumtlich always feels like a real achievement. I was disappointed not to see more aumtlich in the final levels.
Archival Catacombs 3S2W - felt like an Indiana Jones movie.
Torture Chambers 1S3W, Forgotten Ruins 2N2W - best use of platforms in the game, and two of the most fun rooms to solve because all the elements worked nicely together.
Frozen Depths 2N3W - memorable because the fighting here actually felt like teamwork
Pirate Hideout 1N1W - the best of the 'eyeball laser security grid' rooms.
Abyssian Fortress 2N -
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×symmetrical looking room using the 3 types of tar to create an elegant asymmetric solution.
Abyssian Fortress 1W -
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×I liked the two part fight where you didn't have to do the first part perfectly but how well you did affected the second part.
River Dugan 3S4E -
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×Great action room with a nice twist. This one looked impossible until I thought of the right strategy.
Lowest Proper secret room -
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×Not a difficult room after getting this far, but half the score here is for the method to get to it, and half for being a nice story driven room where the builder actions actually make sense.
Rooms I didn't like:
Quest for Knowledge secret room - this much backtracking would be acceptable with an old school orb puzzle, but not with the way this room is set up.
Rooms with too many builders in general - Their collisions with each other and other monsters in the room make things unpredictable and annoying. Lowest Proper 1N1E glitched on me too and it's bad when I see this as being a good thing. Also when
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×you actually start to think of tar mothers as allies. I did 1N1W by deliberately letting the tar get out of hand since it was too frustrating guessing what would be opened next, and 1E by hiding inside the tar and killing a few babies to try and get the builders stuck which required several restarts because of the randomness. 1W and 1S1W also felt more like luck than skill. I was disappointed with this level in general.
Rasarus Archipelago 2N1W, Abyssian Fortress 2S - This type of room where you have to clear tar with a mimic with no other interesting puzzle point is a pet hate of mine. Takes too long manoeuvering the stupid mimic around.
Abyssian Fortress 2S1W - Singled out as the worst example of platform abuse. Gathering all the little platforms together is really tedious. Abyssian Fortress was very much a love/hate level, in general the room solutions felt unnecessarily long but there were some great ideas here.
First few rooms in River Dugan - Being unable to slide diagonally on that 1 tile platform when next to a monster or piece of terrain caught me out. Repeatedly. It's just intuitive to try and slide diagonally after doing it for so long.