Well I enjoyed that for the most part. Difficulty was about 5 brains on average. No rooms seemed to deviate significantly in terms of difficulty. I've uploaded demos so you can see what I did. One thing I noticed right away is the rigid somewhat linear structure of the hold. Once you begin a room you are locked in and green doors block you from exploring the entire level. Since the difficulty isn't too hard and the hold is relatively small this isn't a big deal though.
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Basement: The Entrance: The opening cut scene and room set up did a good job showing off the monster counter. I have to admit, I wasn't sure what the point of the monster counter was until the end. It seemed like a neat scripting trick but I never really used it. At the end of the hold it became apparent though.
1S: A basic horde room. This was on the easy side compared to other rooms in the hold.
2S: A more complex horde room that requires a bit of strategy (probably more so for those trying to get a high score). Still fairly easy, but more in line with the rest of the rooms in terms of difficulty. Personally, I feel like putting the checkpoints to the east or west of the tunnels, or even on the tile closer to the middle from them would have been more useful. I never felt like stepping back away from the horde would have been a good idea since that would just block off your retreat path to the tunnel.
2S1W: Not to hard to do this by just stashing the goblin somewhere safe while Beethro manipulates the mirrors. This is another one that will probably require more tricky manipulation if going for a high score.
2S1E: This room was a lot of fun. It was interesting to pick a good path for the eye by alternating between brained an unbrained movement. This is a fun mechanic that has only been minimally explored in user made holds so far so it's always enjoyable to come across.
3S: This room was also a lot of fun. Synchronizing the mimics wasn't too much of a chore since you kindly provided enough walls to get some leverage with. I'm not sure what the third mimic potion was supposed to be for though.
Ground Floor: The Entrance: This was probably the weakest room in the hold for me so I feel like it was a strange one to end on. It felt like it was basically guess-and-check to find a survivable position. If you feel a burst of inspiration to make an entirely new room somewhere this would be the place. The room after this more than makes up for it though as the final room of the hold
Final room: This made me smile. I've seen a similar twist done elsewhere but you pulled it off really nicely here. I wasn't expecting it at all even though I figured something had to be coming involving the monster counter. Bravo