The aesthetics in this hold are pretty good. The oremite passages through the third floor, for instance, hold the level together nicely.
There does indeed, though, as other people have noted, seem to be something of a penchant for brained rock golems. There's nothing wrong with that as a puzzle element, but a little more variety is welcome, or alternately more variations on a theme (rather than just "
horde management"
).
Also, a number of rooms seemed more tedious than interesting:
Second Floor: 1S1W, for instance. Rooms where you have to clear out a lot of trapdoors, like
Second Floor: 1E and
Second Floor: 2S1E, mostly just mean a whole lot of walking around after you've done the interesting part of the puzzle. (That's especially true since the latter isn't high-scoreable: someone has already come in from the entrance with the red gate, thereby registering a one-move solution. Other rooms have conquer tokens near the "
exit"
, which usually ends up meaning conquer tokens near an entrance, which means rooms that are uninteresting high-score-wise.)
Out of fairness, this isn't really all that bad a hold; some of the monotony doesn't really kick in until the second level. But it is a little heavy on horde-management, and might have more unintended/trivial solutions than it should.