Right, right, comments.
×A Particularly Wormy Hold
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×Clever concept, good size. Note: the final room was badly coded: I killed the serpents and left, and then came back to clear out the tar and exit. 7
Green is the Color
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×1/2 hour. Terrific concept (once I understood what the path was), and some clever tricks and variations on the theme. 9
Entry (Puzzler)
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×I set this aside after half an hour with nothing solved. (Except 1S1W: Walk to the safe spot, stand, wait. I feel like there was some intended path here that didn't happen.) Great puzzles, but way way too hard for an Al Dente. 5
Rotschwang Beetlebob
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×I liked the introductory stuff, but I ended up having to set this aside after a few minutes once I was into the hold proper. Like the one above this, it looks like it'll just take a little more thought than I want to put into an Al Dente. 5
The Guardian’s Treasure
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×Really, really nice new concept, with some really clever puzzles around them. (I think I did the eye room wrong: I bet you were supposed to, you know, use the mirror provided.) Small enough to be approachable, but new enough to be interesting even at that size. 10
Middle Plane
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×Devilish; mostly approachable, but after a little bit of playing, it started to seem perhaps too intricate. 6
The Void
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×Basic...in fact, kind of boring. The west side was almost literally a "walk straight through this" series of rooms, and of course had the non-backtrackable problem. 4
Tower of Traps
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×Some cleverness, but the lasers were hard to see and not really clear in their scripting. Freezing: interesting to have floor that only monsters can walk on, but it's irritating to have the game, well, freeze.
Not sure the speed traps add much, and the fact that it eats undo/restore is really irritating. Enough so that I had to give up on 2N1E; not impossible, just irritated. 5