Holds should be "
Anyone Edit"
while they're in architecture, so that if testers get stuck they can look ahead in the editor. Especially as there doesn't seem to be a way to conquer the hold? At least, I've explored 63 rooms (2 secrets) without finding one.
Anyway, I enjoyed exploring the hold -- you've taken a lot of care with the aesthetics, and the darkened combat rooms are a novelty without being too annoying. Even though they are very simple, all combat rooms should have checkpoints just in case the player makes a slip-up.
1S2W: I liked the little mirror puzzle. There should be more rooms like that
1S2E seems to be non-backtrackable, which is an issue that will block the hold from being promoted. It means the player has to take care to explore everything in the western area before crossing over, which isn't much fun.
1N: What is the point of the seeding beacon?
1N and 6W are the only rooms with "
open"
edges that look like they have a room beyond, but I haven't found a way to reach that room yet. This isn't an issue, just letting you know how far I've got with exploration.
In 1N2W, you can cut the crumbly walls to reach the west room edge, but it doesn't let you into the adjacent room.
6N4W has a visible character on top of one of the house obstacles.
Finally, I'm not sure where you are going with this, but I guess it would be nice to give it a bit more of a story, have some interaction with characters, give the player a goal beyond "
explore as much as possible"
.
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50th Skywatcher