There's a nice balance of horde management, monster manipulation, and linchpins here. Some of the timeclone (TC) journeys felt a little long in execution, but most of the time, once a room is cleared, it's fun - and satisfying - to watch the demo to see the little 'Beethro ballet' you created. I doubt I've added any US but my demos are attached.
×Entrance quick and easy
1E lotsa leeway on TC movements so this felt brisk and pleasant
2E interesting challenge to keep your TC alive during ensuing monster manipulation.
1N nice and quick use of magnet principle.
1N1E clever! Tackled this one early in because it looked simple but then spent a good while staring at the screen before the solution came to me.
1N2E I like the choreography of Beethro and TC doing their own thing but needing to be together for one coincident stab.
2N perfect secret room 'abuse' of 1N's magnet concept. Lotta waiting, though.
1S nice twist on the trapdoor maze idea but I'm easy prey as I generally enjoy trapdoor rooms
1S1E has a tight timer to beat, but appropriately so since it's a short puzzle.
2S this was challenging to get TC safely thru to orb (I'm shocked I didn't forget my flank at that point). From there on out, the solution is quite enjoyable.
2S1E I was in the middle of writing how I was stuck here and always get brainlock in briar rooms, when a solution came to me. Really neat - or should I say stunning? - use of TC manipulation!
2S2E a little more elaborate monster magneting than 1N.
3S1E interesting reconfiguration of the secret room that was here. Not much for TC to do, mostly just acts as an attention magnet.
4S1E I was kinda relieved to find this room gone from my original dl of this hold, this is where I was stuck...but no!, there it was, one room further south. I found managing this room quite difficult and finally found a solution by just hammering away at different options.
1W, 1S1W fitting conclusion and a nice visual. The bottom half never fully fills which leaves the hourglass shimmering.