For the JtRH tribute, to recap my level ideas are after level 16 (which all levels up to that point are completed already):
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17: Puzzles involving using tunnels as jump pads
18: An intro to the Slayer, but only very basic puzzles
19: A level about choosing left vs right while the Slayer chases you
20: A level with narrow paths while the Slayer chases you
21: A level involving fancy footwork to manipulate the Slayer
22: A level that is tons of clutter everywhere, not helped by the Slayer
23: A roach-filled maze with narrow passageways, made worse by the Slayer
24: A harder maze with both Halph and the Slayer involved, it's the last level with the Slayer in it for a while
25: An introduction to trapdoors in a variety of puzzles, but no red gates yet
26: A manipulate the monsters in a pinball machine puzzle set
27: A level with very daunting looking roach queen hordes, but you use trapdoors as well as other things for shelter/help
28: A level introducing red doors
29: A level with "don't strike the orbs"
30: A fortress/stronghold that has all kinds of puzzles from previous levels, but no Slayer still
31: A level with custom blue tiles for the floor, and an introduction to evil eyes
32: A level with doors that you have to close after a specific number of turns after opening
33: A level introducing wubbas and their usage in roach queen hordes
34: A level where you have to literally go around it, with a couple of tricky Wubba puzzles
35: A level where each room has tiny chambers made worse by Wubbas
36: A level which requires you to solve them within a specific amount of turns and quickly
37: A level requiring you to go even faster than level 36
38: A level about finding the inner path within each room
39: A level with harder hordes than before, given your mastery of Wubba behavior at this point, and an introduction to Wraithwings
40: A level with four chambers in each room
41: A sampler platter of later section puzzles
42: The hardest level of section 5, with Halph involved in many puzzles but no Slayer still
43: A level introducing Rock Golems
44: A level with tons of one-way roads
45: A harder level now that you are familiar with Rock Golem behavior
46: A level about manipulating golems and wubbas in mazes
47: A level with tons of tunnels more than usual
48: A re-match against the Imperial Defender from level 15, with using golems to your advantage to block him
49: A level in the shape of a keychain, with harder puzzles than earlier levels in section 6
50: A level about smashing golems and walls, while the Slayer harasses you all throughout the level
51: A level introducing the invisibility potion
52: A level requiring you to be on the move constantly
53: A level about using the yellow doors as traffic signs for all kinds of monsters
54: A "garden of pain", with not only garden looking decorations everywhere but also has more monsters per room than the last couple of levels
55: Another level about "don't strike any orbs"
56: A level about needing to use force arrows for shelter
57: A level about fighting harder hordes than earlier, especially given your mastery of the invisibility potion
58: A "marathon" level requiring you to move constantly, while the Slayer chases you down with every step
59: A level introducing serpents
60: Another "clear the room within a specific number of turns", made worse by the introduction of everything since level 36, especially serpents which cannot be killed by sword
61: A level introducing orthosquares
62: A level about having simple fun after everything you've been through
63: A level with 12 serpents total, and the Slayer comes back if you win
64: A level about dealing with monsters in small nooks, all while the Slayer tries to pin you down in them
65: A level with tons of orthosquares and the Slayer harassing you everywhere
66: A walk along the cliffside, dealing with Wraithwings and the Slayer
67: A level with split paths everywhere
68: An introduction to the mimic potion
69: A hard horde level using mimics to help you deal with them
70: A level involving taking a shortcut, but the shortcut is just as hard as the main solution in each room
71: A level where there are two choices that are about just as hard in each room
72: A level involving tons of stealth puzzles
73: A level where each room is shaped concentrically, or has circles within circles, while the Slayer makes it harder to deal with than normal
74: A level in the shape of a great wheel of puzzles like JtRH level 9, all while the Slayer chases you still
75: A tag team level about teaming up with mimics to deal with situations impossible otherwise
76: A level in the shape of a crossroads, with a fresh coat of tar
77: A level where each room has a simple solution, introducing tar gates/black doors
78: A "big monster factory", using tar for shelter
79: A maze level with tons of tar and trapdoors
80: A level that tests your curiosity and punishes it
81: A level about dealing with serpents, using tar to help you deal with them
82: A level that is a maze... at an angle
83: A level that is a free ride... full of traps everywhere
84: A level with tons of tar and roaches everywhere
85: A level introducing fuses and bombs
86: A level about cutting the fuses using yellow doors, and re-directing complicated fuse paths
87: A level about killing serpents with bombs rather than dead ends
88: A level with tight timers courtesy of fuses
89: A level requiring you to be intrepid to win, especially with the explosions everywhere
90: A level about using mimics to navigate tricky bomb and fuse setups
91: A level in the shape of a dragon's tail, with tons of bombs and fuses everywhere
92: A game of pinball... playing as the pinball
93: A level about "going ghostbusting", or killing tons of wraithwings using bombs as well as the usual sword
94: A deadly hub of death, introducing tar mothers
95: A maze of doors, all 4 major kinds used in DROD 2.0
96: A level where the monsters are ganging up on you, emphasizing tar mother hordes
97: A level where each room requires a breakthrough discovery
98: A level where there are many ways to go but only some work
99: An ultimate crowd level, with roach queen hordes in combination with tar mother hordes
100: An ultimate speedway of death, but the good news is it's the last of tar you'll see for a while
101: A level about collecting, or smiting, monsters
102: An Imperial junkyard that introduces goblins
103: A level about finding the safe passage through, especially involving manipulating goblins to kill serpents
104: A maze level where there are many paths
105: A level where you are in the middle of the hold both in terms of level progression and difficulty
106: A long road with assorted goblin puzzles
107: A level where danger lurks with every step
108: A level that looks like an earthquake destroyed it, talking to the Goblin King who kidnaps Halph at the end
109: A level introducing mud but no mud mothers
110: A level introducing mud mothers
111: A level with mud mother hordes
112: A level that is an artifical construct with all kinds of mud traps
113: A level that looks like it came from prehistory, appropriate for a mud-based section
114: A level with tons of mud and trapdoor puzzles
115: A level requiring you to be fearless to win each room
116: A level requiring you to turn your sword in only a limited set of directions to win
117: An introduction to decoys
118: A level with islands in each room
119: A challenge application of decoys with a wider range of monsters than levels 117 and 118
120: A level with titans made out of various objects in each room
121: A level with two spirals in total
122: A level with tons of catches everywhere, using decoys very carefully
123: A level about "save the section from the monsters" with a lot of decoys more than usual
124: A level about going around it in a circle, with a variety of tricky puzzles
125: A level that looks broken in each room, with stairs leading you back up to rescue Halph on level 108 as well as stairs leading you to the next level
126: A level that requires you to use all the decoys in each room
127: An introduction to rattlesnakes, with two switches/orbs in each room
128: A level requiring you to spin your sword to win each room
129: A level that could be deadlier, but is pretty intimidating as it is what with the rattlesnakes everywhere
130: A level that is a timed crisis in each room, using short fuse timers especially
131: A level with tar and rattlesnakes
132: An obstacle course level with various puzzles and monsters, but no Slayer
133: An invasion level where you use rattlesnakes to help you deal with difficult roach queen hordes
134: A level with mud and rattlesnakes
135: A re-introduction to the Imperial Defender, as well as an introduction to Seep
136: A level about smashing walls with Seep on them
137: A conundrum of tricky puzzles
138: A big badguy battle with tons of roach queen and seep hordes
139: A level about breaking through barriers, especially dropping doors to kill Seep that would be impossible to kill just by sword
140: A level requiring you to tread lightly, with "two seep that will kill you" setups used a lot especially
141: A level that looks malfunctioned/broken
142: A level where each room has a secret solution
143: An ultimate adventure with the Slayer chasing you with every step, and a variety of things from all the previous levels except if they render the Slayer too easy to kill (so no decoys, tarstuff or bombs if they make the Slayer an easy target)
144: A level with tons of trapdoor puzzles with a variety of other elements
145: A level where you have to avoid the Slayer's wisp from touching you at all in each room, and so his wisp is the timer in each room
146: A level where each room has a specific starting point to solve, and the Slayer doesn't give you time to think
147: A level where you have to deal with some of the hardest roach queen hordes, made worse by the Slayer chasing you everywhere
148: A level that is pure madness made worse by the Slayer
149: A level where you have to brave the trials of the Imperial defense system, especially with the Slayer involved
150: A level where you have to fight the Slayer one-on-one in each room, but he's too powerful to kill
151: A level that has tons of crumbs of stuff everywhere, introducing brains
152: A level where the doors are toggle only in each room
153: A level that is difficult hordes and puzzles, made worse by the brains making the monsters smarter
154: A level where each room has a hidden solution
155: A level requiring you to go both ways to win each room
156: A level with three serpents in total
157: Another level about "don't strike any orbs", made worse by the brained monsters knowing exactly where you are with every step
158: A level in the shape of a hook, but no Slayer for quite a while
159: A garden with tar and mud in both rooms at the same time in each room
160: A level that looks off-road compared to the previous levels, but is still required to solve to win
161: A level with tricky lynchpin puzzles, dealing with tar and mud at the same time
162: A level with brains everywhere in each room
163: A level requiring you to steer your sword carefully to win each room
164: A level that is more tricky than level 161
165: An ultimate championship, with tons of brained tar and mud hordes
166: A level where each room has odd angles
167: A level where you have to explore it thoroughly to win
168: An ultimate slaughter level, worse than level 165; the good news is less hordes for a while after this level
169: A reaction to how good you are at outwitting the Empire's defenses, with a variety of tricky puzzles
170: A level with tons of bomb mazes in each room
171: A level that is ice and bomb themed
172: A level about using force arrows for shelter against explosions
173: A level requiring you to backtrack to solve each room
174: An "ultimate garden of evil", with tons of bombs everywhere you look as well as a variety of monsters to make your life a nightmare, but no Slayer still
175: A level requiring you to be careful with how you step everywhere
176: A level where you can't turn your sword at all in each room
177: A level with the Slayer harassing you with every step, made worse by the brained monsters everywhere in each room
178: A level with tight spaces in each room, worsened by the Slayer
179: A level where each room has a tempting solution in each room, but makes it impossible if taken
180: An ultimate cage match level, emphasizing tons of brained hordes and the Slayer
181: A level requiring you to be keen to solve each puzzle
182: A level with more secret solutions in each room
183: Another ultimate speedway of doom, with tons of brained monsters and the Slayer
184: A level that is just a taste of the hardest next two sections, although they do not involve the Slayer even though this level does
185: A level with tons of pits and wraithwings
186: A level that is fire-themed cause you're on fire with how good you are at the game
187: A level that is almost no floor and all pits in each room
188: A level requiring you to be quick with your sword to win each room
189: A level that is an ultimate reflex tester with both your footwork and swordsmanship
190: A level that requires you to read the mini-map to solve
191: A level about "running on empty", with some of the strictest short fuse timers yet
192: A level requiring you to backtrack to solve each room, harder than in section 18 cause of the introduction of brains
193: A level that requires you to be on the move constantly
194: An ultimate game of dodgeball, with tons of brained tar and mud hordes
195: A level where the monsters are both your friend and foe at the same time
196: An ultimate doom on you, with tons of brained monster combat
197: A level requiring you to win each room perfectly and waste absolutely zero turns at all
198: A level requiring you to concentrate carefully to solve each puzzle
199: A level that is literally "under the sun", with a yellow door sun in the top left corner and the hardest hordes to date
200: A level with the most mind-twisting puzzles to date, but the good news is the next and final section will not be as hard
201: A level requiring you to be quick with your sword to kill the new introduction of guards
202: A level with tons of currents of arrows everywhere in each room
203: A showcase level, with a wider variety of monsters than levels 201 and 202
204: A level that is a contrast of ridiculously easy vs insanely hard rooms
205: A level with seemingly no exit, but it's discoverable if you're clever enough
206: A level that requires you to think carefully to solve each room, but nothing as insane as level 200
207: An ultimate army level, with way more guards than ever before
208: A level that is pure insanity with every step
209: A level that is a recap of earlier levels, with the guards and the Slayer making everything that much more difficult than the earlier versions
210: An ultimate final battle of all kinds of things from all the previous levels rolled into one big showdown, and you finally kill the Slayer for good and win the hold if you win