The first word that springs to mind with this hold is consistency: Almost every room feel like they belong in their respective levels, both thematically and architecturally. Aesthetically the levels are similar enough to each other that they don't seem disjointed, but unique enough to not feel repetitive. Level layouts are nicely done, and the levels themselves are more interconnected than in most holds. The story, while nothing spectacular, also does a good job at binding the whole thing together. All of this makes the hold pretty immersive.
I found the puzzles to be of varying quality. Some I really liked (Twice 2S2E; Quarce 2S2E; Quince 1N2E, 1N3E; Egress 1N2W). A couple of rooms had neat tricks to them, but were a bit too obvious (Quarce 2S2E; Quince 2N1E). The hold also has loads of pleasant, perfectly enjoyable, but not very memorable rooms. A lot of them are of the "
journey"
-type, where the room is packed with small challenges that you complete one after the other.
My biggest gripe with the puzzles is that they frequently are of the "
information-overload"
-type, where the solution is relatively trivial, but you have to filter through a lot of noise to get there (, I still thought Quince 1N1E was pretty clever).
The hold wasn't as difficult as I thought it would be. While the in-game Chaco is a real villain, I get the impression that the real-life Chaco just want people to enjoy themselves, and while it was challenging at times, I only felt somewhat stuck once; Sence 4S was the most frustrating room in the hold for me,
Click here to view the secret text
×and when I finally found a solution it didn't involve the red builder at all (red herring?).
I thought the visuals was somewhat mediocre. For starters I had to turn off alpha-blending for this hold, because many of the levels were too dark in general, and had too much contrast between the light and dark areas. Many rooms also looked a bit unpolished to me, sometimes appearing messy, other times breaking symmetry in an unappealing way, or going for the ”worn down dungeon”-look without quite pulling it off.
All in all this is a decent hold. It was probably more memorable at the time it was created (shortly after the release of TCB), but still has enough going for it to be worth playing today.