I played this hold until I got stuck in an impossible room (Level 4 2N3E). The hold seems to be directed at novice players. I've noticed a gentle difficulty progression from about 1-2 brains (in Level 1) to 3-4 brains (in Level 4).
I like how you've placed a checkpoint in the last room of every level. Please consider adding at least one checkpoint to each of the puzzle rooms as well.
Some more specific comments:
Level 1
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×Level description needs to be edited. How about:
Beethro, you must clean the whole castle. Your reward is in the throne room, on the fourth floor. After this, go to the back entrance. [And then I can't figure out what you're trying to say.]
Entrance - Simple okay room for the first room in a hold. Optimizers will enjoy playing around with movement order.
1S - More of the same. I hope there's something more interesting in the hold.
2S - If a novice player didn't know that striking orbs can open doors, this room would show them. Otherwise not very interesting.
2S1W - Killing the same horde of roaches, in the same way, five times in a row, is boring and tedious. To improve this room, try making me do something different for each of the five groups. (Or maybe just move 3S2W here.)
3S1W - I like this room. By choosing when to stike the orbs, the player can make it as easy or hard as they want. The two halves of this room present different challenges.
3S2W - This room is better than 2S1W. I'd suggest making it a tiny bit trickier by moving each of the orbs one square west. Then the player would really have to think about where to stand when striking the last one.
3S3W - If a novice player didn't know that orbs could open, close, or toggle doors, I suppose this room would show them.
3S4W - I see the passageway coming in from the south. I assume I'll get there from another level.
Level 2
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×Level description needs to be edited. How about:
Beethro went up a floor. "Well, only three floors left before I get the treasure."
Roach queens are nasty bugs. Kill them as fast as you can, or you will have problems.
Entrance - The scroll needs to be edited. How about:
Beethro, you must clean everything before you go back. You can't return to the other levels.
I suggest you omit the part about using "restore". We don't publish holds here if the player can get stuck and needs to use restore.
1N - A rather messy room which shows that queens flee while roaches attack. However, I wouldn't recommend this as a first introduction to queens for a novice player. Maybe it belongs later in the level.
2N - I like this room. I hope it's intentional that the player may choose whether to solve it from the south, west, or east.
2N1W - Another messy room where the player is attacked from all sides.
3N1W - I like this room too. Better than 1N or 2N1W. When entering from the south, the player may choose how many roach queens to put on each side of the room.
Was it intentional that the player may also solve it from the northern (secret) entrance?
4N1W (secret) - Kind of tedious. Dropping the long path of trapdoors wasn't very interesting, and neither was killing the crowd of roaches that built up in the NW corner. The puzzly aspect of the room is leaving a return path through the trapdoors on the west side of the room. That part's fine.
Level 3
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×The level description needs to be edited. How about:
The bugs destroyed this floor, so I installed special doors to keep them out. However, several roach queens and lots of roaches are still here. The doors will open if you remove all the trapdoors.
This level is full of long, empty corridors. It would be nice if it were more compact.
1N (secret) Planning to leave a path back to the entrance is a good puzzle for a trapdoor floor. I didn't need the help of the green doors.
1E - Okay, for the first real puzzle on the level. Dropping all the trapdoors is really easy, but does allow a good horde of roaches to build up. Better than the Level 2 secret room.
2E - In this room, I liked the trapdoor puzzle much better than killing all the roaches afterwards.
1S3E - I like this room, because the player can choose how many trapdoors to drop before killing the queens.
2S2E - Nothing special.
3E - Aha! The obligatory KDD 15th Level 1S2W strikes again. This version isn't nearly so hard as the KDD room, but I'm wondering if this should be swapped with the Level 3 secret room, because its challenge so different from the rest of the level. The long passageways before the main puzzle part of the room are annoying.
1N2E - The queens part of this room is most efficiently solved from the west. The trapdoors part is challenging. It made me think for a while.
1N1E - I like this room. Instead of trying to drop all the trapdoors as in the other rooms on the level, the player must use trapdoors for protection. Nice change.
5E - Very easy. Why were trapdoors needed in this room?
2S5E - Does this room work the way you want it to? Going to the top of the NE trapdoor section scares the queens out of their area, so we never need to go in there.
3S4E - Dropping all the trapdoors in this room was boring.
Level 4
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×The level description needs to be edited. How about:
This floor is a massive roach breeding area. [I don't understand the first thing you're trying to say about the guards.] The guards are rather intelligent, but they don't have swords. Use this to your advantage.
Are you sure you don't want to say anything about the goblins?
Entrance - The scroll needs to be edited. How about:
To Beethro Budkin:
These rooms have been invaded by a horde of mother roaches. Be careful.
1E - Okay room about scaring roach queens out of their holes.
2E - This work was a bunch of work to solve, but I didn't feel like I had done anything clever.
3E - Goblins! I wasn't expecting that! Given that your hold seems to be made for novice players, I'd suggest moving this room. Goblins are tough for new players to learn. It would be better if the first encounter with goblins were with one goblin at a time, rather than small groups of them.
4E - I like this roach horde much better than 2E, because a strategy is needed to keep the spawned roaches manageable. (Kill some northern queens first, then open the doors, then scare the rest of the northern queens into the open.
1S4E - This room is a lot of work, but I enjoyed it as well, because a strategy is needed to keep from getting overwhelmed at the beginning. (Hit an orb as soon as possible.)
1N3E - Now this is starting to get tedious. 4E and 1S4E were much better. Do you really need this room?
2N3E - This is the room where I'm stuck. After killing all the goblins, there's no way back out across the force arrow.
Managing these groups of goblins will be pretty tricky for novice players. They should definitely see a room like 3E before this room.