I've played this on a bit too. It certainly is diverse!
×Entrance - The beginning of this room is an interesting study of brained vs unbrained movement. As others have said, getting rid of the gel mother at the end is a drag. It would be nice to just blow her up after opening all the doors.
1W - A lot of hacking and slashing here. Not as interesting as your other rooms. A player can use a clone to skip past the room. In this case, it's fine, but need to watch out, because sometimes the ability to skip rooms with clones is a backtracking problem.
1N2W - I really like this room. There sure are a lot of golems here, though. It looks like you've provided enough to build a "
golem-channel"
down the middle of the room, and then some, which is not strictly necessary.
2N1W - As Ravon said, this room has some unintended solutions. I removed the mud before anything, had the slayer open the door to the guards, which I killed right away, and I never lit the fuse. Demo attached.
2N - A fine room, though I've seen this trick many times before.
2N3W - This looks like a very interesting complicated room, and I haven't quite worked out what all the pieces are supposed to do. I was writing about how it was impossible, but then I finally solved it. I'm pretty sure I didn't do what I was supposed to do. My solution mainly involved freeing a mimic. Demo attached (included in file with other demo).
3N2W - If the player goes to this room, they are stuck (when they get back to 2N3W). You'll need to provide a return path.
1S - This is a nice idea, but I haven't been able to solve it. I spent an hour or so convincing myself that this room is impossible, by trying everything I could do with each of the 10 possible starting turns. Which one did I miss?
1N1W - This room looks long... maybe some other day.