Alrighty... I just went through this thing, and here are some comments and suggestions:]
×
Level 1:
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×There's a backtracking issue in Level 1: if you go to 2N before clearing 1N1E, you won't be able to go back.
Otherwise, so far, the rooms in Level 1 are okay, but there are a few instances where the point could be made with many less roaches than you have put (especially that secret room, which I was easily able to solve without needing to be faster).
Level 2:
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×Entrance, 1N and 1N1E are fine with me. Though the latter was unbelievably simple to complete...
1N1W and 2N: I don't know if you intended to require the player to drop all the trapdoors in these rooms, but I didn't need to.
Level 3:
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×Entrance: Architect's tip: You don't need scripting in this room. Just put a on-off pressure plate under each eye, and have those close the door.
1N: This room was very straightforward... Also, another tip: If you close a door on a briar root, it will be destroyed and briar will stop growing.
1N1W: Only needed to hit 2 orbs to solve this puzzle.
2N1W: Didn't need the horns at all in this room. Also, I don't quite dig the 'war' style, but I'm sure many enjoy it. Just a personal opinion, don't pay too much attention to it.
Level 4:
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×Entrance and 1E: Just some wraithwing slaying. Didn't need to be fast in 1E.
2E: Sadly there isn't much to this except being another trapdoor puzzle. It could've been a greater puzzle if the player needed to manipulate the wraithwings a bit to ensure they can kill them in the end.
Level 5:
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×Entrance: No comments needed here.
1N and 2N: These rooms didn't really provide much challenge, if any at all.
3N: Methinks the brain should've stayed quiet and not blow his cover like that
Also, something tells me that a room that can't be conquered wouldn't sit too well with the HAs. Just a hunch, you should ask an actual representative.
Level 6:
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×Entrance: Okay, this time I -did- need the speed potion. It wasn't really anything special though.
1N: Yeah, trial and error isn't particularly looked upon well in these parts. Yeah, you could right-click the brain to see if it's a Character or not, but this didn't really scream fun to me.
2N: Hot tiles didn't even pose a problem to me.
Level 7:
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×Just some basic and simple mud clearing. Nothing really wrong here...
Level 8:
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×1N: Wait, what was the point of that "orb"? Is this some sort of "cruel" joke? Because it isn't particularly cruel, considering the restart button exists.
Level 9:
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×1N: I've never really understood the point of having these mud blobs covered in eyes. It just looks weird to me.
Level 10:
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×Entrance: Didn't need the tarstuff switching token.
1N: I do like the generate entity script in this room, but once again, the unconquerable room issue is raised. Maybe it isn't a problem, but it would seem like one to me...
Level 11:
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×Nothing much to say here. Just some very basic gel cutting without any glaring flaws.
Level 12:
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×Entrance: "SURVIVE!" Wait, what do I need to survive? *Wraithwings appear* Oh. Well, this room was only somewhat of a challenge because I let the wraithwings become a wall that blocked the builder.
1E: ...well, that was easy. Also, the style is Beach, while the rest of the level was City. Just a heads-up.
Level 13:
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×Entrance: "SURVIVE FOR 90 TURNS!" Okay. *waits 90 turns on the entrance spot*. You should have the script only start when the player has stepped off the arrows by using a "Wait while..." command.
1N: I just needed to wait on one of the squares the mud mother could spawn on, and I was home free.
Once again, this level on a whole poses the unconquerable room problem. Yes, it's not needed to complete the level, but it probably counts towards the 100% exploration mark. I'm not an expert on that, though.
Level 14:
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×"
Hey, I'm your nephew apparently!"
"
Sure, whatever you say, kid I've never met!"
I dunno, that's the feeling I got from that intro text. It's not necessarily bad, though.
Entrance: Yeah, unconquerable room syndrome again. Not sure if it poses a problem though, you should ask someone more knowledgeable.
1N: A monster that attacks Halph... That could have some serious puzzle potential!
Level 15:
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×Entrance: I only needed 2 of the shallow water tiles here.
1N: You can smash all the mirrors and leave the room just fine.
Further comments:
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×*Don't forget the checkpoints! While I didn't have much trouble with this hold, others might. Not having checkpoints doesn't make the hold harder, it makes it less fun.
I have to admit this did feel very hack&slash-y. This isn't a bad thing though. There's a market in this place for people who just need a quick and easy hold to romp through. It's just that the more skilled players generally favor the more puzzling packs of levels. All in all, I'd give this hold 3 brains and 6 in rating. Keep up the good work!