This looks interesting so far. Looking forward to seeing more! Overall the rooms were fun though there are a lot of unintended solutions. Some of these are probably fine, though some make the rooms trivial and you might want to fix them. Also the lighting felt very dark and I had to turn off alpha blending to play through it.
The Entrance: This is the first impression of the hold (though it sounds as though this may not be the final layout of the level so much as a small sample of what you expect to make). It was an interesting first room. A bit busy with all the doors enforcing what you wanted, but once I parsed it it was fun to find a solution that works.
1N: This was a bit trickier. Very fun room! While still somewhat open ended, I feel like the constraints were a lot tighter in this version, but in a good way. There's a level entrance here for some reason.
1W: You don't need to rearm to kill the babies, you can just kill them all in shallow water. You could always replace the weapon token at (17,28) with a conquer token if you want to enforce the west half of the room. More importantly, please make sure to put the checkpoints actually on the time tokens. This is super important as anyone hitting R expecting to go back to the beginning of the current Beethro timeline can accidentally go back before the recording as well. It's standard practice to put the checkpoints on the time tokens.
2W: I only used one time token. Time clone hits both pink plates and the conquer token while Beethro hits the yellow plate and kills the roach. See demo.
3W: I went straight for the decoy and killed the roach with it without bothering to drop all the trap doors. I'm assuming that is not the intended way to do it. You can replace the floor under the roach with open yellow door to prevent this.
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